[{"model": "api.magicitem", "pk": "absurdist-web-a5e", "fields": {"name": "Absurdist Web", "desc": "When you try to unfold this bed sheet-sized knot of spidersilk, you occasionally unearth a long-dead sparrow or a cricket that waves thanks before hopping away. It\u2019s probably easier just to wad it up and stick it in your pocket. The interior of this ball of web is an extradimensional space equivalent to a 10-foot cube. To place things into this space you must push it into the web, so it cannot hold liquids or gasses. You can only retrieve items you know are inside, making it excellent for smuggling. Retrieving items takes at least 2 actions (or more for larger objects) and things like loose coins tend to get lost inside it. No matter how full, the web never weighs more than a half pound.\n\nA creature attempting to divine the contents of the web via magic must first succeed on a DC 28 Arcana check which can only be attempted once between _long rests_ .\n\nAny creature placed into the extradimensional space is placed into stasis for up to a month, needing no food or water but still healing at a natural pace. Dead creatures in the web do not decay. If a living creature is not freed within a month, it is shunted from the web and appears beneath a large spider web 1d6 miles away in the real world.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Very Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "aegis-of-the-eternal-moon-a5e", "fields": {"name": "Aegis of the Eternal Moon", "desc": "The circular surface of this gleaming silver shield is marked by dents and craters making it reminiscent of a full moon. While holding this medium shield, you gain a magical +1 bonus to AC. This item has 3 charges and regains 1 charge each night at moonrise. \n\nWhile this shield is equipped, you may expend 1 charge as an action to cast _moonbeam_ , with the following exceptions: the spell manifests as a line of moonlight 10 feet long and 5 feet wide emanating from the shield, and you may move the beam by moving the shield (no action required). When the first charge is expended, the shield fades to the shape of a gibbous moon and loses its magical +1 bonus to AC. When the second charge is expended, the shield fades to the shape of a crescent moon and becomes a light shield, granting only a +1 bonus to AC. When the final charge is expended, the shield fades away completely, leaving behind its polished silver handle. When the shield regains charges, it reforms according to how many charges it has remaining.", "document": 39, "page_no": null, "type": "Armor", "rarity": "Very Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "aerodite-the-autumn-queens-true-name-a5e", "fields": {"name": "Aerodite the Autumn Queen\u2019s True Name", "desc": "This slip of parchment contains the magically bound name \u201cAiry Nightengale\u201d surrounded by shifting autumn leaves. While you are attuned to it, you can use a bonus action to invoke the name on this parchment to summon a vision of a powerful _archfey_ beside you for 1 minute. Airy acts catty and dismissive but mellows with flattery. Once a vision is summoned in this way, it cannot be summoned again for the next 24 hours.\n\nYou can use an action to verbally direct the vision to do any of the following: \n\n* Perform minor acts of nature magic (as _druidcraft_ ).\n* Whisper charming words to a target creature within 5 feet. Creatures whispered to in this way must make a DC 13 Charisma _saving throw_ , on a failed save targets become _charmed_ by the vision until the end of their next turn, treating the vision and you as friendly allies.\n* Bestow a magical fly speed of 10 feet on a creature within 5 feet for as long as the vision remains.\n\nAlternatively, as an action while the vision is summoned you can agree to revoke your claim on Aerodite in exchange for her direct assistance. When you do so the parchment disappears in a flurry of autumn leaves, and for the next minute the figment transforms into an alluring vision of the Dreaming at a point you choose within 60 feet (as __hypnotic pattern_ , save DC 13). Once you have revoked your claim in this way, you can never invoke Aerodite\u2019s true name again.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "air-charm-a5e", "fields": {"name": "Air Charm", "desc": "While wearing this charm you can hold your breath for an additional 10 minutes, or you can break the charm to release its power, destroying it to activate one of the following effects.\n\n* **Flight**: Cast __fly ._\n* **Float**: Cast _feather fall_ .\n* **Whirl**: Cast __whirlwind kick_ (+7 spell attack bonus, spell save DC 15).\n\n**Curse**. Releasing the charm\u2019s power attracts the attention of a _djinni_ who seeks you out to request a favor.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "alliance-rings-a5e", "fields": {"name": "Alliance Rings", "desc": "These matched glass rings shimmer from a stitch of eldritch energy that runs through their center. They contain some residual memories of the cleric and herald who originally wore the bands, relying on the enchanted jewelry as much as each other through many adventures together. When you and another creature attune to the rings, you each gain the ability to sense your approximate distance from one another. You also receive a slight jolt when the other ring wearer drops to 0 hit points.\n\nWhen the other ring wearer takes damage, you can use your reaction to concentrate and rotate the ring. When you do so, both you and the other ring wearer receive an image of an elderly herald giving up her life to shield her cleric companion from enemy arrows. The effect, spell, or weapon\u2019s damage dice are rolled twice and use the lower result. After being used in this way, the energy in each ring disappears and they both become mundane items.", "document": 39, "page_no": null, "type": "Ring", "rarity": "Uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "amber-wings-a5e", "fields": {"name": "Amber Wings", "desc": "This pair of amber dragonfly wings holds the memories of a native of the Dreaming who befriended several insect companions. You can speak with insects when carrying the wings in your hand or wearing them as a piece of jewelry. When you speak the name of the fey creature whose memories lie within the wings, you briefly experience the sensation of flying atop a giant dragonfly. For 1 minute after speaking the name, you can glide up to 60 feet per round. This functions as though you have a fly speed of 60 feet, but you can only travel horizontally or on a downward slant. The wings crumble to dust after the gliding effect ends.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "ammunition-1-a5e", "fields": {"name": "Ammunition +1", "desc": "This ammunition comes in bundles of 10\\. When used to make a _ranged weapon attack_ , a piece of this ammunition grants a bonus to attack and damage rolls made with it. After hitting a target, a piece of ammunition loses its magical properties.", "document": 39, "page_no": null, "type": "Weapon", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "ammunition-2-a5e", "fields": {"name": "Ammunition +2", "desc": "This ammunition comes in bundles of 10\\. When used to make a _ranged weapon attack_ , a piece of this ammunition grants a bonus to attack and damage rolls made with it. After hitting a target, a piece of ammunition loses its magical properties.", "document": 39, "page_no": null, "type": "Weapon", "rarity": "Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "ammunition-3-a5e", "fields": {"name": "Ammunition +3", "desc": "This ammunition comes in bundles of 10\\. When used to make a _ranged weapon attack_ , a piece of this ammunition grants a bonus to attack and damage rolls made with it. After hitting a target, a piece of ammunition loses its magical properties.", "document": 39, "page_no": null, "type": "Weapon", "rarity": "Very Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "amulet-of-health-a5e", "fields": {"name": "Amulet of Health", "desc": "Wearing this amulet increases your Constitution score to 19\\. It has no effect if your Constitution is equal to or greater than 19.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "amulet-of-proof-against-detection-and-location-a5e", "fields": {"name": "Amulet of Proof against Detection and Location", "desc": "You are hidden from divination magic while wearing this amulet, including any form of _scrying_ (magical scrying sensors are unable to perceive you).", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "amulet-of-the-planes-a5e", "fields": {"name": "Amulet of the Planes", "desc": "While wearing this amulet, you can use an action and name a location that you are familiar with on another plane of existence, making a DC 15 Intelligence check. On a success you cast the _plane shift_ spell, but on a failure you and every creature and object within a 15-foot radius are transported to a random location determined with a d100 roll. On a 1\u201360 you transport to a random location on the plane you named, or on a 61\u2013100 you are transported to a randomly determined plane of existence.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Very Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "amulet-of-the-pleasing-bouquet-a5e", "fields": {"name": "Amulet of the Pleasing Bouquet", "desc": "Various schools of magic employ all manner of particularly foul-smelling and noxious substances, nauseating some would-be wizards to the point of illness. These enchanted amulets were created to guard against the various stenches found in their masters\u2019 laboratories and supply closets. Enterprising apprentices quickly saw the value of peddling the enchanted trinkets to the affluent wishing to avoid the stench of the streets however, and now they are commonplace among nobility. \n\nThe most typical of these amulets look like pomanders though dozens of different styles, varieties, and scents are available for sale. While wearing it, you can spend an action and expend 1 charge from the amulet to fill your nostrils with pleasing scents for 1 hour. These scents are chosen by the amulet\u2019s creator at the time of its crafting. \n\nIn more extreme circumstances like a __stinking cloud_ spell or _troglodyte\u2019s_ stench, you can expend 3 charges as a reaction to have _advantage_ on _saving throws_ against the dangerous smell until the end of your next turn. \n\nThe amulet has 3 charges and regains 1d3 charges each dawn. If you expend the last charge, roll a d20\\. On a or 5 or less, the amulet loses its magic and becomes a mundane item.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "ancient-broom-a5e", "fields": {"name": "Ancient Broom", "desc": "Subtle power is contained within this ancient oak staff and its coarse bristles, and though it appears as if any amount of rough handling will break this broom only the most potent blades have any chance of harming it. The broom\u2019s handle is said to have come from the first tree and the bristles stolen from a god, but its beginnings are far more humble\u2014just a simple mundane object that accrued its first enchantment by chance after years of exposure to countless rituals. Since then its attraction to magic has grown, and so too has its admiration for the arcane. The broom has been in the hands of countless spellcasters, many of them unlikely candidates to pursue magic, though it cannot remember their names. Only the feats of magic they achieved are of any worth to the broom.\n\n_**Sentience.**_ The broom is a sentient construct with Intelligence 19, Wisdom 15, and Charisma 17\\. It has hearing and darkvision to a range of 120 feet. The broom communicates with you telepathically and can speak and understand Common, Draconic, Dwarvish, Elvish, Sylvan, and Undercommon. \n\n_**Personality.**_ The broom\u2019s purpose is to encourage the use of magic\u2014the more powerful the better\u2014regardless of any consequences. It is unconcerned with the goings on of mortals or anyone not engaged with magic, and it demands a certain amount of respect and appreciation for its service.\n\n**_Demands._** If you are unable to cast spells and attune to the broom, it relentlessly argues for you to pursue magical training and if none is achieved within a month it goes dormant in your hands (becoming a very durable stick). In addition, the broom is a repository of magic over the ages and it strongly encourages you to seek out monsters to harvest powerful reagents, explore cursed ruins in search of forbidden knowledge, and undertake precarious rituals.\n\nYou have a +3 bonus to _attack and damage rolls_ made with the magic broom, and when the broom deals damage with a critical hit the target is _blinded_ until the end of your next turn.\n\n**Legends and Lore** Success on an Arcana or History check reveals the following:\n\n**DC 15** This is the _Ancient Broom_, used by spellcasters since the dawn of time.\n\n**DC 18** The broom is able to animate itself and attack your enemies, it has the power to open locks and break shackles, and it enables you to move without leaving a trace of your passing.\n\n**DC 21** Many of those who have wielded the _Ancient Broom_ came from humble and unlikely backgrounds.\n\n**Artifact Properties**\n\nThe _Ancient Broom_ has one lesser artifact detriment and one greater artifact detriment.\n\n**Magic**\n\nWhile you are attuned to the broom you gain an expertise die on checks made with Arcana, and while holding it you can innately cast __pass without trace_ (no _concentration_ required) and _nondetection_ at will.\n\nIn addition, you can use a bonus action to knock the broom against a lock, door, lid, chains, shackles, or the like to open them. Once you have done so 3 times, you cannot do so again until you have finished a long rest. You can speak with the broom over the course of a _short rest_ , learning one ritual spell. The next time you use this feature, you forget the last spell learned from it.\n\n**Dancing Broom**\n\nIn addition, you can use a bonus action to toss this broom into the air and cackle. When you do so, the broom begins to hover, flies up to 60 feet, and attacks one creature of your choice within 5 feet of it. The broom uses your _attack roll_ and ability score modifier to damage rolls, and unless a target is hidden or _invisible_ it has _advantage_ on its attack roll.\n\n While the broom hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the broom to attack one creature within 5 feet of it.\n\n The broom ceases to hover if you grasp it or move more than 30 feet away from it.", "document": 39, "page_no": null, "type": "Weapon", "rarity": "Artifact", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "angel-eyes-a5e", "fields": {"name": "Angel Eyes", "desc": "Both the frame and lenses of these magnificent spectacles are made of the finest crystal. While you are wearing and attuned to the spectacles, you are immune to _mental stress effects_ that would result from a visual encounter, you have _advantage_ on _saving throws_ against sight-based fear effects, and you are immune to gaze attacks.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "angurvadal-the-stream-of-anguish-a5e", "fields": {"name": "Angurvadal, the Stream of Anguish", "desc": "This longsword has 5 runes inscribed along its blade that glow and burn fiercely in times of war but with a dim, calming light in times of peace. You gain a +2 to attack and damage rolls with this weapon. While _Angurvadal_ is drawn, its runes glow with 5 feet of dim light when not in combat. As long as the weapon is drawn and you are conscious, you cannot be surprised and have _advantage_ on initiative rolls as the runes blaze to life. On your first turn, and for the duration of the combat, the runes emits bright light in a 20-foot radius and dim light for an additional 20 feet. During this time, attacks with this sword also deal an additional 2d6 fire damage.\n\n_Angurvadal_ has 5 charges and regains 1d4 + 1 charges each dawn. As an action, you can expend 1 or more charges to cast __burning hands_ (save DC 15). For each charge spent after the first, you increase the level of the spell by 1\\. When all charges are expended, roll a d20\\. On a 1, the fire of the runes dims and _Angurvadal_ can no longer gain charges. Otherwise, _Angurvadal_ acts as a mundane longsword until it regains charges. Each charge is represented on the blade by a glowing rune that is extinguished when it is used.\n\n### Lore\n\nLittle is known of _Angurvadal_ beyond the glow of its iconic runes and its often vengeful bearers, including the hero Frithiof. Despite its rather imposing title, this sword has far less of a history of tragedy associated with it than the other swords presented here.", "document": 39, "page_no": null, "type": "Weapon", "rarity": "Very Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "animated-shield-a5e", "fields": {"name": "Animated Shield", "desc": "As a bonus action, you can verbally command the shield to animate and float in your space, or for it to stop doing so. The shield continues to act as if you were wielding it, but with your hands free. The shield remains animated for 1 minute, or until you are _incapacitated_ or die. It then returns to your free hand, if you have one, or else it falls to the ground. You can benefit from only one shield at a time.", "document": 39, "page_no": null, "type": "Armor", "rarity": "Very Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "anthology-of-enhanced-radiance-a5e", "fields": {"name": "Anthology of Enhanced Radiance", "desc": "This slightly enchanted book holds lessons for how to look healthier. When you spend 1 hour reading and memorizing the book\u2019s lessons, after your next _long rest_ for the following 24 hours you appear as if you\u2019ve slept and eaten well for months. At the end of the duration, the effect ends and you are unable to benefit from this book until 28 days have passed.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "apparatus-of-the-crab-a5e", "fields": {"name": "Apparatus of the Crab", "desc": "This ingeniously crafted item (known by some as the crabaratus) is a tightly shut 500 pound iron barrel. Making a DC 20 Investigation check reveals a hidden catch which unlocks one end of the barrel\u2014a hatch. Two Medium or smaller creatures can crawl inside where there are 10 levers in a row at the far end. Each lever is in a neutral position but can move up or down. Use of these levers makes the barrel reconfigure to resemble a giant metal crab.\n\nThis item is a Large object with the following statistics:\n\n**Armor Class:** 20\n\n**Hit Points:** 200\n\n**Speed:** 30 ft., swim 30 ft. (both are 0 ft. without legs and tail extended)\n\n**Damage Immunities:** poison, psychic\n\nThe item requires a pilot to be used as a vehicle. The hatch must be closed for it to be airtight and watertight. The apparatus holds 10 hours worth of air for breathing, dividing by the number of breathing creatures inside.\n\nThe apparatus floats on water and may dive underwater down to 900 feet, taking 2d6 bludgeoning damage at the end of each minute spent at a lower depth.\n\nAny creature inside the apparatus can use an action to position up to two of the levers either up or down, with the lever returning to its neutral position upon use. From left to right, the Apparatus of the Crab table shows how each lever functions.\n\n \n**Table: Apparatus of the Crab**\n\n| **Lever** | **Up** | **Down** |\n| --------- | --------------------------------------------------------------------------------------------------------------------------------- | --------------------------------------------------------------------------------------------------------------------------- |\n| 1 | Extends legs and tail. | Retracts legs and tail. Speed is 0 ft. and it cannot benefit from bonuses to Speed. |\n| 2 | Shutter on forward window opens. | Shutter on forward window closes. |\n| 3 | Shutters (two each side) on side windows open. | Shutters on side windows close. |\n| 4 | Two claws extend, one on each front side. | The claws retract. |\n| 5 | Each extended claw makes a melee attack: +8 to hit, reach 5 ft., one target. Hit: 7 (2d6) bludgeoning damage. | Each extended claw makes a melee attack: +8 to hit, reach 5 ft., one target. Hit: The target is _grappled_ (escape DC 15). |\n| 6 | The apparatus moves forward. | The apparatus moves backward. |\n| 7 | The apparatus turns 90 degrees left. | The apparatus turns 90 degrees right. |\n| 8 | Bright light shines from fixtures resembling eyes, shedding bright light in a 30-foot radius and dim light an additional 30 feet. | The light extinguishes. |\n| 9 | If in liquid, the apparatus sinks 20 feet. | If in liquid, the apparatus rises 20 feet. |\n| 10 | The hatch opens. | The hatch closes. |", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Legendary", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "archaic-creed-a5e", "fields": {"name": "Archaic Creed", "desc": "This crumpled vellum scroll is scrawled with an Infernal statement outlining the beliefs of a specific yet unnamed fiend. Whether or not you can read the language, while studying the statement you gain an expertise die on a Religion check made to recall or learn information about fiends. You can\u2019t do so again until you finish a _long rest_ .\n\nBy repeatedly reciting the creed aloud as an action each round for 1 minute, you can cast _find familiar_ , except your familiar takes the form of either an _imp_ or a _quasit_ . The creed is irrevocably absorbed into the familiar\u2019s body and is completely destroyed when the familiar drops to 0 hit points.\n\n**Curse.** The familiar summoned by the creed is cursed. The fiend who wrote the creed can observe you through the summoned familiar, and can command the familiar to take actions while you are _asleep_ or _unconscious_ .", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "armor-1-2-or-3-a5e", "fields": {"name": "Armor +1, +2, or +3", "desc": "Wearing this armor gives an additional magic boost to AC as well as the base AC the armor provides. Its rarity and value are listed below:\n\n| **Base Armor** | **+1 AC** | | **+2 AC** | | **+3 AC** | |\n| --------------------------- | --------- | --------- | --------- | --------- | --------- | ---------- |\n| Padded cloth | Common | 65 gp | Uncommon | 500 gp | Rare | 2,500 gp |\n| Padded leather | Uncommon | 400 gp | Rare | 2,500 gp | Very rare | 10,000 gp |\n| Cloth brigandine | Uncommon | 150 gp | Uncommon | 500 gp | Rare | 2,200 gp |\n| Leather brigandine | Uncommon | 400 gp | Rare | 2,200 gp | Very rare | 8,000 gp |\n| Hide armor | Uncommon | 150 gp | Uncommon | 500 gp | Rare | 2,000 gp |\n| Scale mail | Uncommon | 250 gp | Rare | 2,000 gp | Very rare | 8,000 gp |\n| Breastplate or cuirass | Uncommon | 500 gp | Rare | 2,000 gp | Very rare | 8,000 gp |\n| Elven breastplate (mithral) | Rare | 1,300 gp | Very rare | 2,800 gp | Very rare | 8,800 gp |\n| Chain mail or chain shirt | Uncommon | 150 gp | Uncommon | 500 gp | Rare | 2,000 gp |\n| Half plate | Rare | 2,000 gp | Very rare | 8,000 gp | Very rare | 32,000 gp |\n| Hauberk | Uncommon | 450 gp | Rare | 1,500 gp | Very rare | 6,000 gp |\n| Splint | Rare | 1,500 gp | Very rare | 6,000 gp | Very rare | 24,000 gp |\n| Full plate | Very rare | 6,000 gp | Very rare | 24,000 gp | Legendary | 96,000 gp |\n| Elven plate (mithral) | Very rare | 9,000 gp | Very rare | 27,000 gp | Legendary | 99,000 gp |\n| Dwarven plate (stone) | Very rare | 24,000 gp | Legendary | 96,000 gp | Legendary | 150,000 gp |", "document": 39, "page_no": null, "type": "Armor", "rarity": "Common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "armor-of-invulnerability-a5e", "fields": {"name": "Armor of Invulnerability", "desc": "This armor grants you resistance to nonmagical damage. Once between _long rests_ , you can use an action to become immune to nonmagical damage for 10 minutes or until you are no longer wearing the armor.", "document": 39, "page_no": null, "type": "Armor", "rarity": "Legendary", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "armor-of-resistance-a5e", "fields": {"name": "Armor of Resistance", "desc": "This armor grants you resistance to one type of damage. The type of damage is determined when the armor is created, from the following list: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, thunder.\n\nA suit of light or medium _armor of resistance_ is rare, and a heavy suit is very rare.", "document": 39, "page_no": null, "type": "Armor", "rarity": "Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "armor-of-vulnerability-a5e", "fields": {"name": "Armor of Vulnerability", "desc": "This armor grants you resistance to one of the following damage types: bludgeoning, piercing, or slashing. The type of damage is determined when the armor is created.\n\n**Cursed.** Once attuned to this armor, you are _cursed_ until you are targeted by __remove curse_ or similar magic; removing the armor does not end it. While cursed, you have vulnerability to the other two damage types this armor does not protect against.", "document": 39, "page_no": null, "type": "Armor", "rarity": "Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "armored-corset-a5e", "fields": {"name": "Armored Corset", "desc": "This corset appears to be a lightweight piece of shapewear, bound up the back with satin ribbons. In practice, it acts as a steel breastplate for the purposes of AC, donning time, and sleeping in armor; however, it imposes _disadvantage_ on Acrobatics checks instead of Stealth checks. An armored corset is considered light armor for the purposes of proficiency and imposes no maximum Dexterity modifier. Furthermore, if you wear it for longer than eight hours, you must make a DC 10 Constitution _saving throw_ or suffer a level of _fatigue_ , increasing the DC by 2 for each subsequent eight-hour stretch.", "document": 39, "page_no": null, "type": "Armor", "rarity": "Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "arrow-catching-shield-a5e", "fields": {"name": "Arrow-Catching Shield", "desc": "This shield grants you +2 to AC against ranged attacks, in addition to the shield\u2019s normal bonus to AC. In addition, whenever a target within 5 feet of you is targeted by a ranged attack, you can use your reaction to become the target of the attack instead.", "document": 39, "page_no": null, "type": "Armor", "rarity": "Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "arrow-of-slaying-a5e", "fields": {"name": "Arrow of Slaying", "desc": "A particular kind of creature is chosen when this magic arrow is created. When the _arrow of slaying_ damages a creature belonging to the chosen type, heritage, or group, the creature makes a DC 17 Constitution _saving throw_ , taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one. Once the _arrow of slaying_ deals its extra damage to a creature, it loses its magical properties. \n\nOther types of magic ammunition of this kind exist, such as bolts meant for a crossbow, or bullets for a firearm or sling.", "document": 39, "page_no": null, "type": "Weapon", "rarity": "Very Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "asi-a5e", "fields": {"name": "Asi", "desc": "This magic, sentient longsword grants a +3 bonus to _attack and damage rolls_ made with it. Once you have attuned to the weapon, while wielding it you gain the following features:\n\n\u25c6 Weapon attacks using the sword score a critical hit on a roll of 19 or 20.\n\n\u25c6 The first time you attack with the sword on each of your turns, you can transfer some or all of the sword\u2019s bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.\n\n\u25c6 You can use a bonus action to speak this sword\u2019s command word, causing flames to erupt from the blade. These flames shed _bright light_ in a 60-foot radius and dim light for an additional 60 feet. While the sword is ablaze, it deals an extra 2d8 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.\n\n\u25c6 You can use a bonus action to toss this sword into the air and speak a different command word. When you do so, the sword begins to hover and the consciousness inside of it awakens, transforming it into a creature. The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or 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. You can transform the sword into a creature for up to 10 minutes, each one using a minimum of 1 minute from the duration. The sword regains 5 minutes of transforming capability for every 12 hours that feature is not in use.\n\nWhen you act in a way that Asi finds contemptible (performing deeds that conflict with effecting the destruction of the enemies of the gods and restoring the Dharma), the sword acts under its own free will unless you succeed on an opposed Charisma check at the end of each minute.\n\n**_Sentience._** Asi is a sentient weapon with Intelligence 16, Wisdom 16, and Charisma 16\\. It has hearing and darkvision out to a range of 120 feet. The weapon communicates telepathically with you and can speak, read, and understand Sanskrit and Tamil.\n\n_**Personality.**_ The sword\u2019s purpose is to effect the destruction of the enemies of the gods and restoring the Dharma. It is single-minded in its purpose and highly motivated, but not unreasonable or averse to compromising its interests for a short time while in the pursuit of the greater good.\n\n_**Destroying the Sword.**_ The sword can never be permanently destroyed. When reduced to 0 hit points, Asi fades into the Ethereal Plane, reappearing in a location of its choosing 1d4 weeks later.\n\n_**Asi**_ \n_Challenge 8_ \n_Small construct 3,900 XP_ \n**AC** 16 (natural armor) \n**HP** 102 (12d6+60; bloodied 51) \n**Speed** fly 40 ft. (hover)\n\n \nSTR DEX CON INT WIS CHA \n19 (+4) 17 (+3) 20 (+5) 16 (+3) 16 (+3) 16 (+3)\n\n---\n\n**Proficiency** +3; **Maneuver DC** 15 \n**Saving Throws** Int +6, Wis +6, Cha +6 Skills Insight +6, Perception +6 \n**Damage Resistances** cold, lightning; bludgeoning, piercing, slashing \n**Damage Immunities** fire, poison, psychic \n**Condition Immunities** _charmed_ , _fatigue_ , _frightened_ , _poisoned_ \n**Senses** darkvision 120 ft., passive Perception 16 \n**Languages** Sanskrit, Tamil; telepathy 60 ft.\n\n---\n\n_**Immutable Form.**_ The sword is immune to any spell or effect that would alter its form.\n\n_**Magic Resistance.**_ The sword has _advantage_ on _saving throws_ against spells and other magical effects.\n\n---\n\nACTIONS\n\n_**Multiattack.**_ The sword attacks twice with its blade.\n\n_**Blade.** Melee Weapon Attack:_ +8 to hit, reach 5 ft., one target. _Hit_: 16 (2d10+5) magical slashing damage plus 9 (2d8) fire damage.", "document": 39, "page_no": null, "type": "Weapon", "rarity": "Legendary", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "assassins-ring-a5e", "fields": {"name": "Assassin\u2019s Ring", "desc": "This unassuming-looking signet ring comes with sinister features. The first is a four-chambered extradimensional space, each of which can hold one dose of poison. While wearing the ring, you can use an action to press part of its filigree to deploy one of the poisons and apply it to a weapon or piece of ammunition. You have _advantage_ on checks made to conceal this action from observers. \n\nIn addition, you can use a bonus action to whisper a command word that makes a garrote of shadowy force unspool from the ring. A creature _grappled_ using this garrote has _disadvantage_ on _saving throws_ made to escape the grapple.\n\nThis ring\u2019s magic is subtle and creatures have _disadvantage_ on checks made to notice it is magical or determine its purpose.", "document": 39, "page_no": null, "type": "Ring", "rarity": "Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "assembling-armor-a5e", "fields": {"name": "Assembling Armor", "desc": "This thick leather belt pouch jingles softly as if filled with metal rings. This item has 6 charges and regains 1d4 each dawn.\n\nYou can use an action to speak one of three command words and expend 1 or more of the pouch\u2019s charges, causing metal rings and plates to stream out of the pouch and assemble into a suit of armor on your body.\n\n* Leather brigandine (1 charge)\n* Half plate (2 charges)\n* Full plate (3 charges)\n\nAlternatively, you can use a bonus action to speak a fourth command word and expend 1 charge to summon a medium shield from the pouch.\n\nIf you are already wearing armor that provides equal or greater protection than the armor provided by the pouch, the charges are wasted and nothing happens. If you are wearing armor that provides less protection, the assembling armor reinforces the armor you are already wearing and you benefit from the same level of protection as if you activated the pouch while unarmored. The armor remains on your person for up to 1 hour or until you use an action to dismiss it, after which it disassembles and returns to the pouch. ", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "atlas-to-libation-a5e", "fields": {"name": "Atlas to Libation", "desc": "This golden-brown parchment has an odd handle-like wooden stave and a seal marked with an ale tankard. As a bonus action, you can break the seal and unfurl the map. When you do so, the map fills in with accurate topography in a 1-mile radius around you. A miniature image of you appears at the map\u2019s center along with a dotted line leading to an X that marks the nearest potable alcohol. The map immediately rolls back up if brought within 50 feet of alcohol or if no alcohol is within 1 mile when the seal is opened. \n\nOnce used in this way, the seal reforms and is usable again after 24 hours.\n\nAlternatively, you can form a cylinder with the map and grasp it by the handle as an action. If you do so, the map hardens into a tall wooden tankard and magically fills with high quality ale, then loses all magical properties and becomes a mundane object.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "axe-of-chilling-fear-a5e", "fields": {"name": "Axe of Chilling Fear", "desc": "This black iron axe is ice-cold to the touch and feels uncomfortable to hold. Its head has an iridescent blue tint to it, and frost gathers around it when it\u2019s left to rest.\n\nYou have a +1 bonus to _attack and damage rolls_ with this weapon, and when you hit a creature that\u2019s _frightened_ of you (as per the condition) with it, it deals an extra 2d6 cold damage. Additionally, you have _advantage_ on Intimidation checks while holding it, and when you score a critical hit with it, the target must make a DC 15 Wisdom _saving throw_ or be frightened of you for 1 minute. It can repeat the saving throw each time it takes damage, ending the effect on a success.\n\n**_Curse._** While attuned to this axe, a deep-seated fear comes to the fore. You develop a _phobia_ based on a pre-existing fear (work with the Narrator to determine something suitable), however dormant, with the following alterations: when confronted with this object of this phobia, you must make a DC 15 Wisdom _saving throw_ , becoming _frightened_ of it for 1 minute on a failure. On a success, you can\u2019t be frightened by that phobia again for 1 hour. This does not affect a phobia gained in any other way.", "document": 39, "page_no": null, "type": "Weapon", "rarity": "Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "badge-of-seasons-a5e", "fields": {"name": "Badge of Seasons", "desc": "Glowing, magical symbols of spring, summer, autumn, and winter decorate this wooden badge. So long as at least one of the symbols remains on the badge, fey creatures regard you as a figure of authority. You gain an expertise die on Intimidation and Persuasion checks made to influence fey.\n\nWhenever you create your pact weapon, you can choose to imbue it with the magic of one of the badge\u2019s four symbols. For the next minute or until your pact weapon disappears, you gain a benefit related to the chosen symbol:\n\n**Spring:** Whenever you use your pact weapon to damage a creature, you regain 1d4 hit points.\n\n**Summer:** Attacks made with your pact weapon deal an additional 1d6 fire damage.\n\n**Autumn:** Whenever you use your pact weapon to damage a creature, the target makes a Charisma _saving throw_ against your spell save DC or it deals half damage with weapon attacks until the end of your next turn.\n\n**Winter:** You can use a bonus action to teleport up to 15 feet to an unoccupied space that you can see. Creatures within 5 feet of the space you left each take 1d4 cold damage.\n\nThe symbol disappears after its effect ends. Once you\u2019ve used all four symbols, the badge becomes a mundane item.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "bag-of-beans-a5e", "fields": {"name": "Bag of Beans", "desc": "This cloth bag contains 3d4 dry beans and weighs \u00bd pound plus \u00bc pound for each bean inside.\n\nDumping the bag\u2019s contents on the ground creates a fiery 10-foot radius explosion. The fire ignites unattended flammable objects. Each creature in the area makes a DC 15 Dexterity _saving throw_ , taking 5d4 fire damage on a failure, or half damage on a success. \n\nYou may also take a bean from the bag and plant it in dirt or sand and water it, producing an effect 1 minute later centered on where it was planted.\n\nTo determine the effect the Narrator may create something entirely new, choose one from the following table, or roll.\n\nTable: Bag of Beans\n\n| 1 | 5d4 toadstools with strange markings appear. When a creature eats a toadstool (raw or cooked), roll any die. An even result grants 5d6 temporary hit points for 1 hour, and an odd result requires the creature to make a DC 15 Constitution _saving throw_ or take 5d6 poison damage and become _poisoned_ for 1 hour. |\n| ----- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |\n| 2\u201310 | 1d4+1 geysers erupt. Each one spews a different liquid (chosen by the Narrator) 30 feet into the air for 1d6 rounds: beer, berry juice, cooking oil, tea, vinegar, water, or wine. |\n| 11\u201320 | A fully developed _treant_ appears. There is a 50% chance it is chaotic evil, in which case it immediately attacks the nearest creature. |\n| 21\u201330 | A stone statue in your likeness with an angry countenance rises. The statue is immobile except for its mouth, which can move and speak. It constantly rails threats and insults against you. If you leave the statue, it knows where you are (if you are on the same plane of existence) and tells anyone who comes near that you are the worst of villains, urging them to kill you. The statue attempts to cast _geas_ (save DC 10) on any nearby creature that can speak a language you do (and isn\u2019t your friend or companion) with the command to find and kill you. After 24 hours, the statue loses the ability to speak and cast geas, becoming completely inanimate. |\n| 31\u201340 | A campfire with green flames appears for 24 hours or until it is extinguished. The area in a 10-foot radius is a haven. |\n| 41\u201350 | 1d6+6 fully developed _shriekers_ appear. |\n| 51\u201360 | 1d4+8 small pods sprout, which then unfurl to allow a luminescent pink toad to crawl out of each one. A toad transforms into a Large or smaller beast (determined by the Narrator) whenever touched. The beast remains for 1 minute, then disappears in a puff of luminescent pink smoke. |\n| 61\u201370 | A fully developed _shambling mound_ appears. It is not hostile but appears perplexed as it is _stunned_ for 1d4 rounds. Once the stun effect ends, it is _frightened_ for 1d10+1 rounds. The source of its fear is one randomly determined creature it can see. |\n| 71\u201380 | A tree with tantalizing fruit appears, but then turns into glass that refracts light in a dazzlingly beautiful manner. The glass tree evaporates over the next 24 hours. |\n| 81\u201390 | A nest appears containing 1d4+3 vibrantly multicolored eggs with equally multicolored yolks. Any creature that eats an egg (raw or cooked) makes a DC 20 Constitution _saving throw_ . On a success, the creature's lowest ability score permanently increases by 1 (randomly choosing among equally low scores). On a failure, the creature takes 10d6 force damage from an internal magical explosion. |\n| 91\u201399 | A 5-foot hole with swirling multicolored vapors inside appears. All creatures within 10 feet of the hole that have an Intelligence of 6 or higher hear urgent, loving whispers from within in a language they understand. Each creature makes a DC 15 Wisdom _saving throw_ or try to leap into the hole. The first creature to jump into the hole (or more than one, if multiple creatures jump in simultaneously) disappears for 1 day before reappearing. A creature has no memory of the previous 24 hours when it reappears, but finds a new randomly determined magic item of uncommon rarity among its possessions. It also gains the benefits of a _long rest_ . The hole disappears after 1 minute, or as soon as a creature jumps completely into it. |\n| 100 | A fantastic, gargantuan beanstalk erupts and grows to a height determined by the Narrator. The Narrator also chooses where the top leads. These options (and more) are possible: the castle of a giant, a magnificent view, a different plane of existence. |", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "bag-of-cheese-a5e", "fields": {"name": "Bag of Cheese", "desc": "This item is often bought from apprentice wizards with an adventurer\u2019s first reward from questing. It is a yellow bag with the word \u201ccheese\u201d embroidered on it (in Common). Any food you put in this bag becomes cheese, but retains its original taste and condition\u2014a moldy and dirty loaf of bread becomes a moldy and dirty piece of cheese. Any non-food items develop a distinctly cheesy aroma.\n\nAlternatively, you can turn the bag inside out, transforming it into 1 Supply worth of any type of mundane cheese.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "bag-of-devouring-a5e", "fields": {"name": "Bag of Devouring", "desc": "This item is actually an aperture for the mouth of an immense extradimensional creature and is often mistaken for a _bag of holding_ . \n\nThe creature can perceive everything placed inside the bag. Up to a cubic foot of inanimate objects can be stored inside, however once per day the creature swallows any inanimate objects inside and spews them into another plane of existence (with the Narrator deciding the plane and time of day). Animal or vegetable matter placed completely inside is instead ingested and destroyed. \n\nThis item can be very dangerous. When part of a creature is inside the bag (including a creature reaching a hand inside) there is a 50% chance the bag pulls it inside. A creature that ends its turn inside the bag is ingested and destroyed. \n\nA creature inside the bag can try to escape by using an action and making a DC 15 Strength check. Creatures outside the bag may use an action to attempt to reach in and pull a creature out with a DC 20 Strength check. This rescue attempt is subject to the same 50% chance to be pulled inside.\n\nPiercing or tearing the item destroys it, with anything currently inside shifted to a random location on the Astral Plane. Turning the bag inside out closes the mouth.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Very Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "bag-of-holding-a5e", "fields": {"name": "Bag of Holding", "desc": "This bag\u2019s interior space is significantly larger than its apparent size of roughly 2 feet at the mouth and 4 feet deep. The bag can hold up to 500 pounds and has an internal volume of 64 cubic feet. Regardless of its contents, it weighs 15 pounds. Retrieving an item from the bag requires an action. If you have never interacted with a specific bag of holding before, the first time you use it, it requires 1d4 rounds to take stock of its contents before anything can be retrieved from the bag.\n\nFood or water placed in the bag immediately and permanently lose all nourishing qualities\u2014after being in the bag, water no longer slakes thirst and food does not sate hunger or nourish. In a similar fashion, the body of a dead creature placed in the bag cannot be restored to life by __revivify , raise dead ,_ or other similar magic. Breathing creatures inside the bag can survive for up to 2d4 minutes divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.\n\nThe bag cannot hold any item that would not fit in a normal bag of its apparent size or any item with the Bulky quality. \n\nIf the bag is punctured, torn, or otherwise structurally damaged, it ruptures and is destroyed, and the contents are scattered throughout the Astral Plane.\n\nPlacing a _bag of holding_ inside another extradimensional storage device such as a _portable hole_ or __handy haversack_ results in planar rift that destroys both items and pulls everything within 10 feet into the Astral Plane. The rift then closes and disappears.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "bag-of-tricks-a5e", "fields": {"name": "Bag of Tricks", "desc": "This seemingly empty cloth bag comes in several colors and has a small, fuzzy object inside. \n\nYou can use an action to pull a fuzzy object from the bag and throw it up to 20 feet. Upon landing, it becomes a creature determined by a roll on the Bag of Tricks table (depending on the bag\u2019s color). \n\nThe resulting creature is friendly to you and any companions you have. It acts on your turn, during which you can use a bonus action to give it simple commands such as \u201cattack that creature\u201d or \u201cmove over there\u201d. If the creature dies or if you use the bag again, it disappears without a trace. After the first use each day, there is a 50% chance that a creature from the bag is hostile instead of friendly and obedient.\n\nOnce you have used the bag three times, you cannot do so again until the next dawn.\n\n__**Table: Bags of Tricks**__\n| Blue bag of tricks (uncommon; cost 400 gp) | | Gray bag of tricks (uncommon; cost 350 gp) | | Green bag of tricks (rare; cost 800 gp) | | Rust bag of tricks (uncommon; cost 400 gp**)** | | Tan bag of tricks (uncommon; cost 300 gp) | |\n| ------------------------------------------ | ------------------- | ------------------------------------------ | -------------- | --------------------------------------- | ----------------- | ---------------------------------------------- | ------------ | ----------------------------------------- | -------------- |\n| **d8** | **Creatu**re | d8 | **Creature** | **d8** | **Creature** | **d8** | **Creature** | **d8** | **Creature** |\n| 1 | _Quipper_ | 1 | _Weasel_ | 1 | _Giant Crocodile_ | 1 | _Rat_ | 1 | _Jackal_ |\n| 2 | _Octopus_ | 2 | _Giant rat_ | 2 | _Allosaurus_ | 2 | _Owl_ | 2 | _Ape_ |\n| 3 | _Seahorse_ | 3 | _Badger_ | 3 | _Ankylosaurus_ | 3 | _Mastiff_ | 3 | _Baboon_ |\n| 4 | _Hunter Shark_ | 4 | _Boar_ | 4 | _Raptor_ | 4 | _Goat_ | 4 | _Axe Beak_ |\n| 5 | _Swarm of quippers_ | 5 | _Panther_ | 5 | _Giant lizard_ | 5 | _Giant Goat_ | 5 | _Black Bear_ |\n| 6 | _Reef shark_ | 6 | _Giant Badger_ | 6 | _Triceratops_ | 6 | _Giant Boar_ | 6 | _Giant Weasel_ |\n| 7 | _Giant Seahorse_ | 7 | _Dire Wolf_ | 7 | _Plesiosaurus_ | 7 | _Lion_ | 7 | _Giant Hyena_ |\n| 8 | _Giant Octopus_ | 8 | _Giant Elk_ | 8 | _Pteranodon_ | 8 | _Brown Bear_ | 8 | _Tiger_ |", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "barbed-devils-bracelet-a5e", "fields": {"name": "Barbed Devil\u2019s Bracelet", "desc": "The hand on which you wear this bracelet transforms into a claw covered with a dozen wicked spines. Your unarmed attacks with the claw deal 1d6 piercing damage, and you gain an expertise die on Sleight of Hand checks made to steal small items. Your hand returns to normal if you remove the bracelet. \n\nAs an action, you can draw upon the claw\u2019s magic to cast __produce flame_ . Whenever you use the claw in this way, one of the bracelet\u2019s spines disappears and your hit point maximum is reduced by 1d8\\. This reduction lasts until you finish a _long rest_ . If this effect reduces your hit point maximum to 0, you die and your body permanently transforms into a _barbed devil_ . When the bracelet has no more spines it becomes a mundane item.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "barrow-bread-a5e", "fields": {"name": "Barrow Bread", "desc": "Barrow bread is made from mashing together plantains and starches that are grown in the tropical barrows. While this viscous, starchy paste is not actually a bread, it perfectly preserves and maintains the temperature of any food tucked inside it for up to a week, protecting and preserving 1 Supply. The magic is contained in the plantain leaves that are wrapped around the barrow bread. Once unwrapped, the barrow bread itself can be consumed (as 1 Supply) within 15 minutes before the outside elements spoil it. ", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "bead-of-force-a5e", "fields": {"name": "Bead of Force", "desc": "This sphere of black glass is \u00be an inch in diameter and can be thrown up to 60 feet as an action. On impact it creates a 10-foot radius explosion. Creatures in the area make a DC 15 Dexterity _saving throw_ , taking 5d4 force damage on a failure. A sphere of force then encloses the same area for 1 minute. Any creature that is completely in the area and fails its save is trapped within the sphere. Creatures that succeed on the save or that are only partially within the area are pushed away from the point of impact until they are outside the sphere instead. \n\nThe wall of the sphere only allows air to pass, stopping all other attacks and effects. A creature inside the sphere can use its action to push against the sides of the sphere, moving up to half its Speed. The sphere only weighs 1 pound if lifted, regardless of the weight of the creatures inside.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "bead-of-tracking-a5e", "fields": {"name": "Bead of Tracking", "desc": "This miniature bead is covered with hundreds of small hooks. When you use an action to place it on a creature\u2019s clothing or hide, the bead hangs there imperceptibly and creates a bond between you and the creature. You gain an expertise die on checks made to track the creature while the bead remains on it. To place the bead during combat without being noticed, you must succeed on a Dexterity (Sleight of Hand) check against the creature\u2019s maneuver DC (or when outside of combat, the creature\u2019s passive Perception).", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "belt-of-dwarvenkind-a5e", "fields": {"name": "Belt of Dwarvenkind", "desc": "While wearing this belt, you gain the following benefits:\n\n* Your Constitution score increases by 2, to a maximum of 20.\n* _Advantage_ on Charisma (Persuasion) checks made against dwarves.\n* _Advantage_ on saving throws against poison, and resistance to poison damage.\n* Darkvision to a range of 60 feet.\n* The ability to speak, read, sign, and write Dwarvish.\n\nIn addition, while you are attuned to this belt there is a 50% chance at dawn each day that you grow a full beard (or a noticeably thicker beard if you have one already).", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "belt-of-giant-strength-a5e", "fields": {"name": "Belt of Giant Strength", "desc": "Braided rope made of hair from the same kind of giant as the belt to be made\n\nWearing this belt increases your Strength score to the score granted by the belt. It has no effect if your Strength is equal to or greater than the belt\u2019s score.\n\nEach variety of belt corresponds with a different kind of giant.\n\n__**Table: Belts of Giant Strength**__\n| **Type** | **Strength** | **Rarity** | **Cost** |\n| ------------------------- | ------------ | ---------- | ---------- |\n| _Hill giant_ | 20 | Rare | 4,000 gp |\n| _Frost_ or _stone giant_ | 23 | Very rare | 9,000 gp |\n| _Fire giant_ | 25 | Very rare | 20,000 gp |\n| _Cloud giant_ | 27 | Legendary | 55,000 gp |\n| _Storm giant_ | 29 | Legendary | 150,000 gp |", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "berserker-axe-a5e", "fields": {"name": "Berserker Axe", "desc": "You gain +1 bonus to attack and damage rolls made with this magic axe, and while you are attuned to it your hit point maximum is increased by 1 for each level you have attained. \n\n**Curse.** After you attune to this axe you are unwilling to part with it, keeping it within reach at all times. In addition, you have _disadvantage_ on attack rolls with weapons other than this one unless the nearest foe you are aware of is 60 feet or more away from you.\n\nIn addition, when you are damaged by a hostile creature you make a DC 15 Wisdom _saving throw_ or go berserk. While berserk, on your turn each round you move to the nearest creature and take the Attack action against it, moving to attack the next nearest creature after you _incapacitate_ your current target. When there is more than one possible target, you randomly determine which to attack. You continue to be berserk until there are no creatures you can see or hear within 60 feet of you at the start of your turn. ", "document": 39, "page_no": null, "type": "Weapon", "rarity": "Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "bicycle-bell-of-flight-a5e", "fields": {"name": "Bicycle Bell of Flight", "desc": "This beautifully-filigreed bell can turn into a mundane bicycle of Small or Medium size (chosen at the time of creation) when you activate it as an action. Returning the bicycle to bell form also requires an action.\n\nWhile riding this bicycle, you can ring its bell to gain a flying speed of 50 feet and the ability to hover. You can use the bike to fly for 2 hours, expending at least 10 minutes worth of time with each use. If you are flying when the time runs out, you fall at a rate of 60 feet and take no damage from landing. The bell regains 1 hour of flying time for every 12 hours it is not in use, regardless of which form it is in.\n\n**_Curse._** While far from malicious, the magic of the bell is exuberant to a fault. While you are using its flying speed it frequently rings of its own accord, giving you _disadvantage_ on Stealth checks.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "birdsong-whistle-a5e", "fields": {"name": "Birdsong Whistle", "desc": "This carving of reddish soapstone resembles a miniature cardinal. When air is blown through the lower back high-pitched sounds are emitted through the bird\u2019s open beak. When the whistle is blown the sounds of songbirds are heard by all creatures in a 100-foot radius. These calls are indistinguishable from actual birds singing. \n\nAlternatively, you can use an action to break the whistle to summon a large flock of birds that appear at the start of your next turn and surround you in a 10-foot radius. The flock moves with you and makes you _heavily obscured_ from creatures more than 10 feet away for 1 minute, or until the flock takes 10 or more damage from area effects.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "blackbird-pie-a5e", "fields": {"name": "Blackbird Pie", "desc": "This item appears to be a freshly baked pie in a tin. When the crust is fully punctured the pie explodes as 24 magic blackbirds fly out and flit through the air in a 20-foot radius for 2d4 rounds, at which point the birds and the pie disappear. A creature that starts its turn in the area or first enters into the area on its turn makes a DC 15 Dexterity _saving throw_ , taking 1 slashing damage on a failure. A creature damaged by the blackbirds has _disadvantage_ on ability checks and _attack rolls_ until the beginning of its next turn. The blackbirds are magical and cannot be interacted with like normal animals, and attacking them has no effect.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "bloodiron-band-a5e", "fields": {"name": "Bloodiron Band", "desc": "The Bloodiron Band gleams a metallic crimson and is set with dozens of spikes on the inside so that it pierces the skin as it closes on the forearm during attunement.\n\nWearing this band increases your Strength to 20\\. It has no effect if your Strength is equal to or greater than 20.\n\n**_Curse._** Because of the horrific materials required in its construction, each band comes with a terrible cost. While attuned to the bloodiron band, your maximum hit points are reduced by a number equal to twice your level. Additionally, at the start of your turn, if another creature within 15 feet of you is _bloodied_ , you must make a DC 15 Wisdom _saving throw_ (gaining _advantage_ if the creature is an ally). On a failure, you must attempt to move to a space within reach and take the attack action against that creature.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "book-of-storing-a5e", "fields": {"name": "Book of Storing", "desc": "After you attune to this 1-foot square 6-inch thick book it hides its true nature to anybody else, appearing to be a mundane diary. When you open it however, the book reveals a Tiny storage compartment.\n\nThe storage space is the same size as the book, and because this item doesn\u2019t function as a pocket dimension it can be safely used to store such items (such as a __portable hole_ ).", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "boots-of-elvenkind-a5e", "fields": {"name": "Boots of Elvenkind", "desc": "These boots cause your steps to make no sound, no matter the material stepped upon. While wearing these boots, you gain _advantage_ on Dexterity (Stealth) checks to move silently.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "boots-of-levitation-a5e", "fields": {"name": "Boots of Levitation", "desc": "While wearing these boots, up to 3 times between _long rests_ you can use an action to cast __levitate_ on yourself.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "boots-of-speed-a5e", "fields": {"name": "Boots of Speed", "desc": "While wearing these boots, you can use a bonus action to click the heels together. You double your base Speed, and opportunity attacks made against you have _disadvantage_ . You can end the effect as a bonus action.\n\nOnce the boots have been used in this way for a total of 10 minutes (each use expends a minimum of 1 minute), they cease to function until you finish a _long rest_ .", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "boots-of-striding-and-springing-a5e", "fields": {"name": "Boots of Striding and Springing", "desc": "While wearing these boots, your Speed increases to 30 feet, unless it is higher, regardless of encumbrance or armor. In addition, your jump distances increase 15 feet vertically and 30 feet horizontally (as the _jump_ spell).", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "boots-of-the-winterlands-a5e", "fields": {"name": "Boots of the Winterlands", "desc": "While wearing these boots, you gain the following benefits:\n\n* Resistance to cold damage.\n* You ignore _difficult terrain_ caused by ice or snow.\n* You can survive temperatures as low as \u201350\u00b0 Fahrenheit (\u201346\u00b0 Celsius) without effect, or as low as \u2013100\u00b0 Fahrenheit (\u201374\u00b0 Celsius) with heavy clothes.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "borrowers-bookmark-a5e", "fields": {"name": "Borrower\u2019s Bookmark", "desc": "A neat strap of embossed leather, the borrower\u2019s bookmark can be placed in a book, allowing it to be stored in an extradimensional space. As an action you can send the book into a pocket dimension. While it is in the pocket dimension, you can use an action to summon it to your hand or an unoccupied space within 5 feet of you. If you unattune from the bookmark while its book is within the pocket dimension, the bookmark reappears on your person, but the book is lost. The bookmark\u2019s magic can\u2019t be used to store anything other than a book.\n\n**_Curse._** The borrower\u2019s bookmark is cursed. Books dismissed to the pocket dimension are sent to a powerful entity\u2019s lair. The entity learns all the knowledge contained therein, as well as your identity and location.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Common", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "bottle-of-fizz-a5e", "fields": {"name": "Bottle of Fizz", "desc": "When found this thick glass bottle has 25 (5d10) small red rocks inside. You can use an action to throw a red rock to the ground to create a spectacular fireworks show that lasts for 1 round. The fireworks cast bright light for 50 feet and dim light for a further 30 feet, and they can be heard up to 200 feet away.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "bouquet-of-wisdom-a5e", "fields": {"name": "Bouquet of Wisdom", "desc": "This stunningly crafted bouquet contains 2d10 magically fresh flowers\u2014most commonly roses. As an action, you may pluck one from the bouquet while concentrating on your intent. The flower may function as a _scroll_ of _identify , detect poison and disease ,_ or __detect magic_ . The effect lasts for one minute, after which the flower withers and dies.\n\nIf the bouquet is made up of seven roses or more, you can burn it to cast a _divination_ spell, revealing the answer to the question asked in the sweetly-scented smoke. Doing so destroys the bouquet.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "bow-of-the-viper-a5e", "fields": {"name": "Bow of the Viper", "desc": "Both limbs of this bow are scaled and end in a snake\u2019s open mouth.\n\nYou gain a +1 to attack and damage rolls while wielding this weapon. As a bonus action, you can expend 1 charge to poison one arrow suitable for the bow for 1 minute or until it is used to damage a creature When a creature is damaged by the blade\u2019s poison, it makes a DC 15 Constitution _saving throw_ or takes 1d10 poison damage and becomes _poisoned_ for 1 minute.\n\nAlternatively, you can use an action to expend 2 charges to cast the following: _protection from poison , shillelagh_ (transforming the bow into a snake-headed _1 quarterstaff_ ), _thorn whip_ (causing one of the bow\u2019s snake heads to lash out).\n\nThe bow of the viper has 4 charges and regains 1d4 expended charges each dawn. If you expend the last charge, roll a d20\\. On a or 5 or less, it can no longer regain charges and becomes a _1 longbow_ .", "document": 39, "page_no": null, "type": "Weapon", "rarity": "Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "bowl-of-commanding-water-elementals-a5e", "fields": {"name": "Bowl of Commanding Water Elementals", "desc": "This heavy glass bowl weighs 3 pounds and can hold 3 gallons of water. While it is filled, you can use an action to summon a _water elemental_ as if you had cast the _conjure elemental_ spell. Once used, you must wait until the next dawn to use it again.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "box-of-bees-a5e", "fields": {"name": "Box of Bees", "desc": "Many apprentices play pranks on one another, some of which can be quite painful\u2014the _box of bees_ is a particularly popular example and now sold by those with their own mischievous designs. Each of these wooden boxes is rectangular and approximately 2 inches long. It is usually unadorned, though some boxes seem to have something moving or vibrating inside.\n\nWhen you speak the command word and use an action to expend 1 charge, the lid slides open and a bee erupts out of the box to harass a creature of your choice within 20 feet. A creature harassed by the bee must succeed on a DC 5 Constitution _saving throw_ at the start of each of its turns for 1 minute. On a failure, the creature makes its next attack roll or ability check with _disadvantage_ . \n\nWhen you speak another command word and expend all 3 charges, a dozen or more bees swarm out of the box and attack. A creature attacked by the bees must succeed on a DC 10 Constitution _saving throw_ at the start of each of its turns for 1 minute. On a failure, the creature takes 1 point of damage and has _disadvantage_ on attack rolls and ability checks for 1 round. \n\nThe box has 3 charges and regains 1d3 charges each dawn. If you expend the last charge, roll a d20\\. On a result of 5 or less, the box loses its magic and becomes a mundane item.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "box-of-party-tricks-a5e", "fields": {"name": "Box of Party Tricks", "desc": "This small neat box contains 1d12 glowing vials. You can use an action to remove a vial and smash it to the ground, creating a randomly determined effect from the Box of Party Tricks table.\n\n## Table: Box of Party Tricks\n\n| **d8** | **Effect** |\n| ------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |\n| 1 | A small bonfire appears in the nearest unoccupied 5-foot cube and remains for 1 minute. All other sources of flame within 50 feet double in brightness. |\n| 2 | For the next minute you gain +1 bonus to ability checks, _attack rolls_ , damage rolls, and _saving throws_ using Strength. |\n| 3 | You summon a small, fiercely loyal armored _weasel_ into your service (with 7 hit points and Armor Class 14 thanks to its miniature mithral outfit) that obeys only your commands. |\n| 4 | A metal ball appears floating in your space and remains there until you say the command word, making it slam into the nearest hostile creature to deal 3d6 bludgeoning damage before disappearing. |\n| 5 | For the next 1d6 hours your voice becomes higher by an octave. |\n| 6 | Until the next dawn you leave a trail of wildflowers wherever you walk. |\n| 7 | A pair of __boots of elvenkind_ appear in the nearest unoccupied square. After this effect has appeared once, any further results of 7 are rerolled. |\n| 8 | All hostile creatures in a 30-foot radius are ensnared by ice. An ensnared creature is _grappled_ until it uses an action to make a DC 16 Strength check to break out. |", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "bracers-of-archery-a5e", "fields": {"name": "Bracers of Archery", "desc": "While wearing these bracers, you gain proficiency with the longbow and shortbow, and you gain a +2 bonus on damage rolls on ranged attacks made with them.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "bracers-of-defense-a5e", "fields": {"name": "Bracers of Defense", "desc": "While wearing these bracers, you gain a +2 bonus to AC if you are not wearing armor or using a shield.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "brazier-of-commanding-fire-elementals-a5e", "fields": {"name": "Brazier of Commanding Fire Elementals", "desc": "While fire burns in this 5 pound brass brazier, you can use an action to summon a _fire elemental_ as if you had cast the __conjure elemental_ spell. Once used, you must wait until the next dawn to use it again.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "brighellas-guitar-a5e", "fields": {"name": "Brighella's Guitar", "desc": "This guitar is brilliantly painted with triangles of bright color. While attuned, you gain an _expertise die_ on Performance checks made with this guitar. Additionally, once per day, you may use an action to cast __bestow curse_ as a 5th-level spell, without spending a spell slot. However, the curse is always _disadvantage_ on Dexterity _ability checks_ and _saving throws_ and each failure is followed by a slapstick sound effect.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "brooch-of-shielding-a5e", "fields": {"name": "Brooch of Shielding", "desc": "While wearing this brooch, you gain resistance to force damage and immunity to the _magic missile_ spell.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "broom-of-flying-a5e", "fields": {"name": "Broom of Flying", "desc": "You can sit astride this ordinary-seeming 3 pound broom and speak its command word, causing it to hover. While it is hovering you can ride the broom to fly through the air. The broom can carry up to 200 pounds at a speed of 40 feet, or up to 400 pounds at a speed of 20 feet. It stops hovering if you land.\n\nYou can send the broom up to 1 mile from you by speaking its command word and naming a location you are familiar with. It can also be called back from up to a mile away with a different command word.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "bubble-wand-a5e", "fields": {"name": "Bubble Wand", "desc": "This slender timber wand has a wooden ring at its tip. The wand has 7 charges and regains 1d6+1 charges each dawn. If you expend the last charge, roll a d20\\. On a 1, the wand bursts into a spray of colorful bubbles and is lost forever.\n\nWhile holding the wand, you can use an action to expend its charges and either create a harmless spray of colorful bubbles (1 charge) or cast the __dancing lights_ cantrip (2 charges). The _dancing lights_ appear as glowing bubbles.\n\nWhen a creature targets you with an attack while you are holding the wand, you can use your reaction to snap it (destroying the wand). You can do this after the roll is made, but before the outcome of the attack is determined. You gain a +5 bonus to AC and a fly speed of 10 ft. as a giant soap bubble coalesces around you. The bubble persists for 1 minute or until you are hit with an attack, at which point it bursts with a loud \u2018pop\u2019.", "document": 39, "page_no": null, "type": "Wand", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "butterfly-clips-a5e", "fields": {"name": "Butterfly Clips", "desc": "These clips look like brightly colored enamel butterflies. When affixed to hair, they animate and flit around your head. Most people who wear these clips wear multiple, giving the appearance of a swarm of butterflies surrounding their hair.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "cage-of-folly-a5e", "fields": {"name": "Cage of Folly", "desc": "This small silver or gold birdcage traps your bad ideas and puts them on display. When you fail an Arcana, History, Nature, or Religion check, a little piece of a mechanical bird materializes inside the cage: first the feet, then legs, body, wings, and head. You can immediately reconsider and reroll the ability check. The _cage of folly_ can be used once every 24 hours, and recharges at the end of each week.\n\nOnce you have used the birdcage 5 times, the bird sings a mocking song for 1 hour when you fail an Arcana, History, Nature, or Religion check. If you open the birdcage and let the bird go free, it gives you one piece of good advice about a current problem or question that you face. At the Narrator\u2019s discretion, the advice may give you _advantage_ on one ability check made in the next week. Afterward it flies away as the birdcage loses its magic and becomes a mundane item (though some who have released their birds claim to have encountered them again in the wilds later).", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Common", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "candle-of-invocation-a5e", "fields": {"name": "Candle of Invocation", "desc": "This golden candle is infused with raw divine magic. When attuned to by a cleric or druid, it takes on a color appropriate to the cleric\u2019s deity. \n\nYou can use an action to light the candle and activate its magic. The candle can burn for a total of 4 hours in 1 minute increments before being used up. \n\nWhile lit, the candle sheds dim light in a 30-foot radius. Any creature within the area who worships the same deity as the attuned creature (or at the Narrator\u2019s discretion, an allied deity) has _advantage_ on _attack rolls_ , _saving throws_ , and ability checks. If one of the creatures gaining the prior benefit is also a cleric, druid, or herald, they can cast 1st-level spells from one of those classes at that spell level without expending spell slots.\n\nAlternatively, one of these candles that has not yet been lit can be used to cast the __gate_ spell. Doing so consumes the candle.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Very Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "candle-of-the-surreptitious-scholar-a5e", "fields": {"name": "Candle of the Surreptitious Scholar", "desc": "Initially crafted by wizard apprentices trying not to irritate their roommates, these candles became extremely popular with the thieves and other ne'er do wells that can afford them (helping some less scrupulous novice mages to afford tuition). The candle has 3 charges and regains 1d3 charges each dawn. \n\nWhen you speak the command word and use an action to expend 1 charge, the candle\u2019s flame to spring to life. Its bluish flame provides clear illumination within 5 feet and _dim light_ for another 5 feet. The enchantment of the candle is such that the light that it sheds is visible only to you, allowing you to read, write, or engage in other tasks with no penalties from darkness. Each charge is good for 1 hour of illumination, after which the candle winks out. \n\nBy expending all 3 charges at once, you can create an effect identical to _light_ except that only you are able to see the light it sheds.\n\nIf you expend the last charge, roll a d20\\. On a result of 5 or less, the candle loses its magic and becomes a mundane item.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "cane-of-chaos-a5e", "fields": {"name": "Cane of Chaos", "desc": "The _Cane of Chaos_ (known by some by its fairytale name, the Little Silver Stick) is a gorgeous silver scepter etched with fractals, adorned with an eight-pointed star, and imbued with the power of chaos. A cunning historian may be able to track the cane\u2019s origins to a certain mage under a certain authoritarian regime centuries ago, who supplied it to a figure widely known for their role in the regime\u2019s downfall. Similarly, the cane seems to be drawn to those who march to their own drumbeat, directing them on behalf of its creator to sow disruption and turmoil.\n\n**Legends and Lore** Success on an Arcana or History check reveals the following:\n\n**DC 15** This is the _Cane of Chaos_, used by a despot in times long past. It is also known as the Little Silver Stick.\n\n**DC 18** The cane stores and is able to cast spells linked to chaos, but randomly unleashes chaotic magical effects when used.\n\n**DC 21** The cane can only be destroyed by a sovereign on the day of their coronation.\n\n**Artifact Properties**\n\nThe _Cane of Chaos_ has 1d4 lesser artifact benefits, 1d4 lesser artifact detriments, 1d4\u20131 greater artifact benefits, and 1d4+1 greater artifact detriments. \n\nIn addition, the cane has the finesse property and can be used as a double weapon which you become proficient with when you attune to it. You gain a +2 bonus to weapon attack rolls and damage rolls made using the _Cane of Chaos_.\n\n## **Magic**\n\nWhile you use this quarterstaff as a spell focus, you gain a +2 bonus to spell attack rolls and your spell save DC. You know and have prepared all spells of the chaos school of magic (but not their rare versions). \n\nThe _Cane of Chaos_ begins with a number of charges equal to your proficiency bonus and regains 1d6 charges each dawn (to a maximum number of charges equal to your level + 1, or your CR + 1). You can expend any number of charges from the cane to cast a chaos spell, which costs a number of charges equal to the spell\u2019s level. Your spellcasting ability for these spells is your highest mental ability score (Intelligence, Wisdom, or Charisma).\n\nWhen you expend charges from the _Cane of Chaos_, it unleashes another chaotic magical effect, either chosen by the Narrator or randomly determined.\n\n__**Table: Cane of Chaos**__\n| **d8** | **Wild Magic Effect** |\n| ------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |\n| 1 | One random creature you see is subject to a _polymorph_ spell cast by the cane (using your spell save DC), turning it into a random CR 1/8 beast. |\n| 2 | The 1d6 doors nearest to you come under an _arcane lock_ effect as though cast by the creature nearest to you that can speak, write, or sign at least one language. |\n| 3 | The cane creates a __control weather_ effect, driving the weather towards unseasonable extreme temperatures and conditions. |\n| 4 | Each creature within 60 feet rolls 1d6, increasing a random ability score to 18 for the next 10 minutes (1: Strength, 2: Dexterity, 3: Constitution, 4: Intelligence, 5: Wisdom, 6: Charisma). |\n| 5 | Each creature within 60 feet is subject to a __levitation_ effect created by the cane (using your spell save DC). Each creature has _disadvantage_ on _saving throws_ against the effect and on a failure immediately rises 60 feet. For the duration, each creature can control its own movement as though it had cast _levitate_ on itself. |\n| 6 | You grow 1d6 inches taller (this effect cannot increase your size category). |\n| 7 | If you are a humanoid you are permanently transformed into a different humanoid heritage (as per Table: Reincarnation for the _reincarnate_ spell). |\n| 8 | Duplicates of yourself appear within 60 feet! Roll 1d6 to determine their nature (1\u20132: 1d6 _animated armors_ , 3\u20134: a _mirror image_ effect, 5\u20136: a __simulacrum_ effect). |\n\n## Destroying the Cane\n\nThe _Cane of Chaos_ is born from the very essence of rebellion. To destroy it, you must offer the artifact as a gift to a sovereign on the day of their coronation or to a magical being with the Lawful alignment trait on the anniversary of their advent. If accepted as such a gift, the _Cane of Chaos_ melts into a puddle of ordinary molten silver.", "document": 39, "page_no": null, "type": "Staff", "rarity": "Artifact", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "cantrip-wand-a5e", "fields": {"name": "Cantrip Wand", "desc": "This wand can be used as a spellcasting focus and allows you to cast one additional cantrip as if you knew it, as long as it is on your spell list. Each cantrip wand has a cantrip imbued within it upon creation, and will be known by its name (such as a _fire bolt_ wand or __light wand_). \n\nOther implements exist for the storing of cantrips from other classes (like _cantrip holy symbols_ or _cantrip instruments_), and though these are wondrous items they function like wands.", "document": 39, "page_no": null, "type": "Wand", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "cape-of-the-mountebank-a5e", "fields": {"name": "Cape of the Mountebank", "desc": "While wearing this cape, you can use an action to cast _dimension door_ once between _long rests_ . You disappear and reappear in a cloud of smoke which dissipates at the end of your next turn, or sooner if conditions are windy.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "carpet-of-flying-a5e", "fields": {"name": "Carpet of Flying", "desc": "You can use an action to speak this carpet\u2019s command word, making it hover and fly. It moves according to your verbal commands as long as you are within 30 feet of it. \n\nThese carpets come in four sizes. The Narrator can choose or randomly determine which size a given carpet is.\n\nIf the carpet is carrying half its capacity or less, its Speed is doubled.\n\n__**Table: Carpet of Flying**__\n| **d20** | **Size** | **Capacity** | **Flying Speed** | **Cost** |\n| ------- | ------------- | ------------ | ---------------- | --------- |\n| 1-4 | 3 ft. x 5 ft. | 250 lb. | 30 ft. | 15,000 gp |\n| 5-11 | 4 ft. x 6 ft. | 500 lb. | 25 ft. | 20,000 gp |\n| 12-16 | 5 ft. x 7 ft. | 800 lb. | 20 ft. | 25,000 gp |\n| 17-20 | 6 ft. x 9 ft. | 1,000 lb. | 15 ft. | 30,000 gp |", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Very Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "cauldron-of-dymwch-a5e", "fields": {"name": "Cauldron of Dymwch", "desc": "When you speak the command word this Medium-sized 50 pound cauldron glows red-hot. Any creature in physical contact with the object takes 2d8 fire damage. You can use a bonus action on each of your subsequent turns to cause this damage again. Liquid inside of the cauldron immediately comes to a roiling boil. If a creature is in the liquid, it must succeed on a DC 18 Constitution _saving throw_ or gain one level of _fatigue_ in addition to taking damage.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "celestial-aegis-a5e", "fields": {"name": "Celestial Aegis", "desc": "This suit of imposing _2 full plate_ is engraved with holy runes of a forgotten divinity. You cannot attune to this armor if you have either the Evil alignment trait. While attuned to and wearing this armor, you gain the following benefits:\n\n* Your AC increases by 2.\n* You count as one size category larger when determining your carrying capacity.\n* Your Strength score increases to 20\\. This property has no effect if your Strength is equal to or greater than 20.\n* You have _advantage_ on Strength checks and _saving throws_ .\n* You gain an expertise die on Intimidation checks.\n* You can use a bonus action to regain 2d6 hit points. Once you have used this property a number of times equal to your proficiency bonus, you cannot do so again until you finish a _long rest_ .\n* Your unarmed strikes and weapon attacks deal an extra 1d6 radiant damage.\n* Aberrations, fiends, undead, and creatures with the Evil alignment trait have _disadvantage_ on attack rolls made against you.", "document": 39, "page_no": null, "type": "Armor", "rarity": "Very Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "censer-of-controlling-air-elementals-a5e", "fields": {"name": "Censer of Controlling Air Elementals", "desc": "While incense burns in this 1 pound censer, you can use an action to summon an _air elemental_ as if you had cast the __conjure elemental_ spell. Once used, you must wait until the next dawn to use it again.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "charcoal-stick-of-aversion-a5e", "fields": {"name": "Charcoal Stick of Aversion", "desc": "At every level of society\u2014but especially when you\u2019re on the bottom\u2014going unnoticed can be a great benefit. Invisibility is one thing but effectively hiding your home and your possessions can be harder. As an action, you can expend 1 charge to draw a large X on one object up to the size of a normal door. This has no effect on creatures, or objects worn by creatures. Creatures other than you that see the marked object roll a DC 10 Intelligence _saving throw_ . On a failed save, they do not notice the marked object as anything out of the ordinary from its surroundings (such as a blasphemous icon in a church, a barrel of gunpowder in a kitchen, or an unsheathed weapon resting against the wall of a bedroom going unnoticed). On a success, they can interact with the object normally. A creature that remains in the area and is consciously searching for the kind of object that you have marked receives a new saving throw at the end of each minute. A creature interacting with a marked object automatically reveals it to all creatures who observe the interaction. A charcoal mark lasts for 24 hours or until it is wiped away as an action. \n\nAlternatively, you can expend 2 charges to increase the DC to notice the object to 15\\. \n\nThe charcoal has 2 charges and regains 1 charge each dusk. If you expend the last charge, the charcoal is consumed.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "chariot-a-la-calabaza-a5e", "fields": {"name": "Chariot a la Calabaza", "desc": "The original chariot a la Calabaza was created by a powerful wizard with a penchant for transmutation and riding in style. It is pulled by two spectral stallions with flowing manes and tails, who function as per the __phantom steed_ spell. As an action, you may speak the command word to transform the chariot into a pumpkin two feet in diameter. Speaking the command word again transforms the pumpkin into a carriage and resummons the horses.\n\nWhile in pumpkin form, the chariot is, in truth, a pumpkin, except that it does not naturally decay. Attempts to carve, smash, or draw upon the pumpkin are reflected onto the chariot\u2019s form when it reappears, although the horses seem to remain unscathed regardless of such events.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "chessboard-of-gwenddoleu-ap-ceido-a5e", "fields": {"name": "Chessboard of Gwenddoleu Ap Ceido", "desc": "You can use 1d4\u20131 actions (minimum 1 action) to place each silver and crystal chess piece in its correct starting square on this gold chessboard. When you do so, the pieces emit noises and move themselves about the board in a thrilling game that lasts 1d4+1 minutes. Other creatures within 60 feet make a DC 18 Wisdom _saving throw_ . On a failed save, a creature is compelled to use its action each turn watching the chess game and it has _disadvantage_ on Wisdom (Perception) checks until the match ends or something harmful is done to it.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "chime-of-opening-a5e", "fields": {"name": "Chime of Opening", "desc": "You can use an action to strike this foot-long metal tube while pointing it at an object that can be opened (such as a lid, lock, or window) within 120 feet. The chime sounds and one lock or latch on the object opens as long as the sound can reach the object. If no closures remain, the object itself opens. After being struck 10 times, the chime cracks and becomes useless.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "cipher-sword-a5e", "fields": {"name": "Cipher Sword", "desc": "This sword\u2019s blade is plated with alchemical silver, its hilt stylized to resemble an open book from which the blade emerges. Despite its masterfully-crafted appearance, however, a cipher sword is uncomfortable to hold and strangely unwieldy. It has the two-handed and heavy properties and deals 2d8 slashing damage on a hit, but you feel this is only a fraction of its potential.\n\n_**Curse**_. There are other cipher swords owned by a variety of creatures across the planes. Most wielders consider themselves part of an exclusive group and expect the loyalty and cooperation of those with less mastery, regardless of other alliances. Attaining even a novice level of mastery attracts the attention of other wielders, who may have expectations of you.\n\nThe cipher sword also has the following properties:\n\n* You are not considered proficient with this weapon.\n* While wielding this weapon, you don\u2019t benefit from any feature that would grant you additional attacks.\n\n**_Escalation._** This weapon is immensely powerful for those willing to solve the riddle of its use. Once per week, if you\u2019ve successfully reduced a dangerous enemy (as determined by the Narrator) to 0 hit points with it since the last time you finished a long rest, make a DC 14 Intelligence check to meditate on the sword\u2019s secrets. On a failure, you gain +1 to future attempts at this check. On a success, your level of mastery increases, you lose any bonus gained from failed attempts, the DC to advance again increases by 4, and the time between attempts increases by 1 week. If you ever willingly end your attunement to this weapon, you take 8 (4d4) psychic damage that cannot be negated or reduced and lose all mastery you\u2019ve gained.\n\nThe levels of mastery are as follows:\n\n_Novice:_ You now are proficient with this weapon, and it gains the finesse property. However, wielding anything else begins to feel wrong to you, and you suffer _disadvantage_ on all melee weapon attacks made with a different weapon.\n\n_Apprentice:_ You gain +1 to _attack and damage rolls_ with this weapon. You can also now attack twice, instead of once, when you take the Attack action with this weapon on your turn. Additionally, you now suffer _disadvantage_ on all weapon attacks with other weapons.\n\n_Expert:_ Your bonus to _attack and damage rolls_ with this weapon increases to +2 and it gains the Vicious property. When you make a weapon attack with a different weapon, you now also take 4 (2d4) psychic damage. This damage cannot be negated or reduced by any means.\n\n_Master:_ Your bonus to _attack and damage rolls_ with this weapon increases to +3, and you can summon it to your hand as a bonus action so long as you are on the same plane as it. Additionally, once per _short rest_ , when you successfully attack a creature with it, you immediately learn about any special defenses or weaknesses that creature possesses as the blade imparts the wisdom of previous wielders. Additionally, the psychic damage you take from making a weapon attack with a different weapon increases to 8 (4d4).", "document": 39, "page_no": null, "type": "Weapon", "rarity": "Very Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "circlet-of-blasting-a5e", "fields": {"name": "Circlet of Blasting", "desc": "Once per dawn, while wearing this circlet you can use an action to cast _scorching ray_ . The attack bonus for the spell when cast this way is +5.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "circlet-of-the-apprentice-a5e", "fields": {"name": "Circlet of the Apprentice", "desc": "This simple circlet has the color of lightly rusted iron and is highlighted by a large violet gem in its center, which appears to contain a slowly-moving metallic fluid.\n\nWhile attuned to this circlet, you gain a +1 bonus to all _saving throws_ . Additionally, when you fail a saving throw, you can choose to succeed instead. You can\u2019t use this property again until the following dawn.\n\n**Curse.** The true name of the creature who crafted this circlet is forever instilled within it, and it becomes aware of you upon attunement. If that creature forces you to make a _saving throw_ , you automatically fail, and you can\u2019t use this circlet to succeed. You can learn the name of the creature with legend lore or similar magic. Short of powerful magic (such as __wish_ ), only the maker\u2019s willing touch or death (yours or theirs) allows you to end your attunement to the circlet. If you willingly end your attunement after the maker\u2019s death, the circlet loses all magical properties.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "cloak-of-arachnida-a5e", "fields": {"name": "Cloak of Arachnida", "desc": "While wearing this cloak, you gain the following benefits:\n\n* Resistance to poison damage.\n* A climbing speed equal to your base Speed, allowing hands-free movement across vertical and upside down surfaces.\n* The ability to ignore the effects of webs and move through them as if they were _difficult terrain_ .\n\nOnce between long rests you can use an action to cast the __web_ spell (save DC 13), except it fills double the normal area.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Very Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "cloak-of-displacement-a5e", "fields": {"name": "Cloak of Displacement", "desc": "This cloak creates a visual illusion that distorts your position. _Attack rolls_ against you have _disadvantage_ unless the attacker does not rely on sight. When you take damage, this property stops until the start of your next turn, and it is otherwise negated if you are _incapacitated_ , _restrained_ , or unable to move.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "cloak-of-elvenkind-a5e", "fields": {"name": "Cloak of Elvenkind", "desc": "While you wear this cloak with its hood up, its color changes to camouflage you. While camouflaged, you gain _advantage_ on Dexterity (Stealth) checks made to hide and creatures have _disadvantage_ on Wisdom (Perception) checks made to see you. You can use an action to put the hood up or down.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "cloak-of-protection-a5e", "fields": {"name": "Cloak of Protection", "desc": "While wearing this cloak, you gain a +1 bonus to Armor Class and _saving throws_ .", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "cloak-of-the-bat-a5e", "fields": {"name": "Cloak of the Bat", "desc": "While wearing this cloak, you gain _advantage_ on Dexterity (Stealth) checks. In addition, while in an area of _dim light or darkness_ , you gain the following benefits:\n\n* A fly speed of 40 feet while gripping the edges of the cloak with both hands.\n* Once between _long rests_ you can use an action to cast _polymorph_ on yourself, transforming into a bat. Unlike normal, you retain your Intelligence, Wisdom, and Charisma scores.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "cloak-of-the-manta-ray-a5e", "fields": {"name": "Cloak of the Manta Ray", "desc": "While you wear this cloak with its hood up, you gain a swim speed of 60 feet and can breathe water. You can use an action to put the hood up or down.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "cloak-of-the-shadowcaster-a5e", "fields": {"name": "Cloak of the Shadowcaster", "desc": "Shadows writhe underneath this cloak. While attuned to and wearing this incredibly dark cloak, you have _advantage_ on Dexterity (Stealth) checks made to hide in _dim light or darkness_ . \n\nIn addition, you can use an action to animate your _shadow_ for up to 1 hour. While animated, you can see and hear through your shadow\u2019s senses and control it telepathically. If your shadow is slain while animated, your shadow disappears until the new moon, during which time the cloak becomes nonmagical. Once you have used this property, you cannot do so again until the next dawn.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "clock-of-opening-a5e", "fields": {"name": "Clock of Opening", "desc": "This grandfather clock weighs 250 pounds and tolls loudly every hour. Among its internal mechanisms are 12 keyholes of various sizes. Any key can be inserted into a keyhole.\n\nIf you are trained in the Arcana or Engineering skill, you can use an action to cause a lock within 500 miles to magically lock or unlock by inserting the lock\u2019s key into the clock and adjusting the clock\u2019s mechanisms. Additionally, so long as the key remains in the clock, you can schedule the lock to lock or unlock at certain hours of the day.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "clockwork-calendar-a5e", "fields": {"name": "Clockwork Calendar", "desc": "A circular disk of dozens of interlocking gears almost a foot in diameter, upon first examination this device is unfathomably complex. The gears are covered with runes that appear to be a much older form of Dwarvish script. Rotating some of the raised gears causes this apparatus to slowly tick through a series of symbols that seem to correspond to astrological signs.\n\nTo understand how to operate the _clockwork calendar_, you must carefully study the device and turn the gears through their myriad configurations. After 1 hour you can make a DC 16 Investigation or Arcana check. On a failure, you cannot reach a conclusion regarding how to interpret the intended function of the calendar. On a success, you understand how to utilize the device as indicated below. Casting __identify_ on the calendar reveals a moderate aura of divination magic but provides no information on how to use this complex object.\n\nOnce you know how the _clockwork calendar_ functions, you can adjust the dials to display the current day of the year for the geographical region of the world you are located in (this property does not function outside of the Material Plane). The exposed faces of the gears composing the calendar display the position of the stars in the sky and the dials can be adjusted throughout the day or night to continue to track their position. The calendar can also be adjusted to any past or future dates and times to ascertain the position of any of the celestial objects visible in the night sky.\n\nAdditionally, you can use a bonus action to smash the _clockwork calendar_ and destroy it, gaining the benefits of the __haste_ spell until the end of your next turn.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "coat-of-padarn-beisrudd-a5e", "fields": {"name": "Coat of Padarn Beisrudd", "desc": "Can only be attuned to by a brave adventurer.\n\nWhile you are attuned to and wearing this fine chain shirt, your armor class equals 17 + Dexterity modifier (maximum 2).", "document": 39, "page_no": null, "type": "Armor", "rarity": "Very Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "compendium-of-many-colors-a5e", "fields": {"name": "Compendium of Many Colors", "desc": "This spellbook made from high quality blank parchment is covered in tiny runes. When one of these small inscriptions is pressed the parchment changes color.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "confidantes-journal-a5e", "fields": {"name": "Confidante\u2019s Journal", "desc": "Living vines hold shut this journal\u2019s cover and part only for you. Your patron can read anything you write in the journal and can cause brief messages to appear on its pages.\n\nIf you spend a short or long rest writing your most secret thoughts in the journal, you can choose to gain Inspiration instead of regaining expended Pact Magic spell slots. The seventh time you gain Inspiration in this way, you fill the journal\u2019s pages and can\u2019t write in it again.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "contract-of-indentured-service-a5e", "fields": {"name": "Contract of Indentured Service", "desc": "Necromancers occasionally act as apparent benefactors, offering loans to victims now in exchange for service after death. This contract details an account of a spirit that has become indentured to the contract\u2019s holder. While holding the contract, you can speak the command word as an action to summon the _invisible_ undead spirit, which functions as the spell __unseen servant_ . You can\u2019t do so again until you finish a _long rest_ .\n\nAlternatively, you can use an action to tear up the contract and release the undead spirit. The spirit appears as a friendly **_specter_** you can telepathically command (as a bonus action) for as long as you maintain _concentration_ . The specter acts immediately after your turn. If your concentration is broken, the specter attacks you and your companions. Otherwise the specter disappears 10 minutes after it is summoned, vanishing to whichever afterlife awaits it.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Common", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "cord-of-spirit-stealing-a5e", "fields": {"name": "Cord of Spirit Stealing", "desc": "This leather cord is the color of stained blood and feels slightly moist. When wrapped around the handle of a melee weapon, the cord captures some of the energy of any sapient creature the weapon is used to kill. When you reduce a hostile sapient creature to 0 hit points, the cord gains 1 charge (to a maximum of 5). You can use a bonus action to spend 1 charge from the cord to cast _false life_ , or expend more additional charges to increase the spell\u2019s level to the number of charges expended. ", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "crafters-codex-a5e", "fields": {"name": "Crafter\u2019s Codex", "desc": "Centuries ago, a famed artificer published her masterwork treatise on crafting magic items\u2014humbly titled _Wands, Rings, and Wondrous Things_\u2014and the work was so revolutionary that every serious library simply had to have a copy. The work still influences the art of crafting magic items to this day. \n\n A regular copy of _Wands, Rings, and Wondrous Things_ is a masterwork book about crafting magic items. Yet a fabled version of this tome is said to meander through literary circles\u2014a copy annotated by a mad genius. Known as the _Crafter\u2019s Codex_, this copy of the book is dog-eared throughout and stuffed to the brim with exceedingly peculiar, illegible marginalia. To the person approaching the book through the right means (such as refracting the text through a beer glass, reading at strange angles, or using one\u2019s own personal genius) these notes reveal step-by-step instructions which streamline and improve the enchantments described within. Alas, no owner seems to hold on to the _Crafter\u2019s Codex_ for long. The book itself appears to hyperfixate on a given reader and then simply disappear, presumably in search of someone more suited to its talents and disposition.\n\n**Legends and Lore** Success on an Arcana or History check reveals the following:\n\n**DC 15** This is the _Crafter\u2019s Codex_, a legendary book containing secrets of crafting magical items that can unsettle even the strongest minds.\n\n**DC 18** This book is a unique annotated version of the more common _Wands, Rings, and Wondrous Things_.\n\n**DC 21** The Crafter\u2019s Codex can only be destroyed by destroying every copy of _Wands, Rings, and Wondrous Things_ that exists in the multiverse.\n\n**Artifact Properties**\n\nThe _Crafter\u2019s Codex_ has one lesser artifact benefit, one greater artifact benefit, and one greater artifact detriment. While attuned to this book, you gain an expertise die on any checks related to crafting a magic item, and you do not need to meet any of the usual requirements related to crafting a magic item aside from its cost.\n\nIn addition, you gain one random long-term mental stress effect oriented around inventing, the _Crafter\u2019s Codex_, or keeping the book safely in your possession.\n\nOnce between _long rests_ , while crafting a magic item or performing an attendant activity towards crafting a magic item, you can consult the _Crafter\u2019s Codex_ and make a DC 20 Intelligence check. On a success, choose one of the following:\n\n* Reduce research time by 75%.\n* Reduce component cost by 75%.\n* Reduce crafting time by 75%.\n* Reduce a harvesting DC by 6.\n* Reduce a crafting DC by 6.\n\nAfter three failures on the Intelligence check, th_e Crafter\u2019s Codex_ moves on. You retain a copy of _Wands, Rings, and Wondrous Things_ but the magic and marginalia of the _Crafter\u2019s Codex_ magically transmits to a different copy somewhere else in the world, and you lose your attunement to it. Any bonuses accrued remain for the duration of the current crafting project or after a year and one day (whichever comes first). \n\n**Seekers of the Codex**\n\nThe _Crafter\u2019s Codex_ is coveted by collectors and ambitious artificers alike, and any search for the Crafter\u2019s Codex surely means encountering some of the following foes.\n\n__**Table: Seekers of the Codex**__\n| **1d6** | **Adversary** |\n| ------- | --------------------------------------------------------------------- |\n| 1 | Noble with entourage of bodyguards\u2014previous owner or antimagic zealot |\n| 2 | _Assassin_ , stealthy _mage_ , or _thief_ |\n| 3 | Rival artificer (friendly or hostile) |\n| 4 | Mischievous book-obsessed fey |\n| 5 | Celestial or fiendish curator of an interplanar library |\n| 6 | Rival artificer from an entirely different Material Plane |\n\n**Destruction**\n\nThe secret knowledge that permeates the Crafter\u2019s Codex cannot simply be stricken from the world with ink, blade, or fire. When the artifact faces a serious physical threat it simply moves on. The only way to rid the world of the _Crafter\u2019s Codex_ is to eliminate every last copy of _Wands, Rings, and Wondrous Things_ that exists in the multiverse\u2014if even one copy remains, even on another plane of existence, the _Crafter\u2019s Codex_ persists.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Artifact", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "cravat-of-strangling-a5e", "fields": {"name": "Cravat of Strangling", "desc": "This red silk cravat appears to be\u2014and, technically, is\u2014extremely luxurious. While holding it, you can change its color or pattern as a bonus action. Unfortunately, it is also cursed. When you put it on, it immediately tightens. You must make a DC 14 Constitution _saving throw_ each round or begin to suffocate. On subsequent turns, you or an ally may make a DC 15 Strength (Athletics) check to attempt to remove it. Doing so has a 50 percent chance of destroying the cravat. Attempts to cut, burn, or magically rip it off deal half damage to wearer and half to the cravat (10 hp), which only releases its hold once destroyed.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "crest-of-putrid-endurance-a5e", "fields": {"name": "Crest of Putrid Endurance", "desc": "Though it resembles an __amulet of health_ , closer inspection reveals that the crimson gem is set in a frame made of grave wax rather than filigreed metal. While you wear it, you regain hit points equal to your level at the start of each of your turns so long as you have at least 1 hit point. As a bonus action, you can draw greater power from the crest. For the next minute, its healing factor is doubled and you read as an undead for the purposes of any effect that would identify your creature type. You can\u2019t use this effect again until the next dawn.\n\n_**Curse.**_ You cannot benefit from magical healing.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "crock-and-dish-of-rhygenydd-ysgolhaig-a5e", "fields": {"name": "Crock and Dish of Rhygenydd Ysgolhaig", "desc": "You can use an action to cast __create food and water_ from this cookware.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Very Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "crown-of-the-crystal-sovereign-a5e", "fields": {"name": "Crown of the Crystal Sovereign", "desc": "This crown looks like a braid of pure crystal and its front is a set of three pointed, curling spires that give its wearer an imposing, regal silhouette. Once worn by the monarch of an ancient crystal palace deep underground, the crown was lost after its wearer\u2019s grasping schemes brought calamity on their people. The power, ambition, and ruthless might of the Crystal Sovereign of Coranaal still lingers, granting the wearer the following properties:\n\n_**Crystal Skin.**_ Your skin takes on a jagged, shimmering appearance and feels firm and cold to the touch. You gain +2 to your Armor Class. Additionally, when you\u2019re hit by a ranged spell attack, roll 1d4\\. On a 3, you are unaffected and the spell is reflected back at its caster, rolling again to see if it hits.\n\n**_All-Seeing._** You gain truesight out to 30 feet. Additionally, you can use this trait to cast __clairvoyance_ at will, using the crown as your material component.\n\n**_Lord Under The Mountain._** Your Prestige Rating is increased by 2, or 4 if you\u2019re underground.\n\n**_Regal Bearing._** A number of times per day equal to your Charisma modifier you can, as an action, target one creature that can see you within 60 feet. It must succeed on a Wisdom _saving throw_ (DC = 8 + your proficiency modifier + your Charisma modifier) or use its next turn to fall _prone_ in supplication, taking no other actions. Additionally, when you\u2019re targeted with any attack by a creature within 10 feet of you, you can force it to make this saving throw as a reaction. On a failure it has _disadvantage_ on the attack and then falls prone as above.\n\n**_Greed of Coronaal._** It\u2019s said that, even as their palace crumbled, the Crystal Sovereign still coveted and guarded their treasures. You can use an action to summon an item from the hoard of Coronaal, an endlessly enormous extra dimensional space that you can access remotely. You instinctively know what\u2019s inside, and when you first access the hoard, roll on _Treasure_ for Challenge Ratings 23-30 to determine what\u2019s already there. This doesn\u2019t mean that you have any desire to share, however, and must make a DC 14 Wisdom _saving throw_ to willingly part, even temporarily, with any item that has been in the hoard.\n\nYou can also use an action to touch an item of up to Large size and send it to the hoard. However, the crown shuns items it deems unworthy, casting them into the Astral Plane if you attempt to store them. This includes magic items of common or uncommon rarity and any mundane items worth less than 500 gp. Additionally, as a security feature, creatures cannot enter this space; even the wearer can only access it remotely. Otherwise, the hoard has the limitations of any other interdimensional space in regards to Supply and dead creatures. Placing another interdimensional item, such as a _portable hole_ , in the hoard destroys the lesser item, scattering its contents across the Astral Plane. Additionally, 4 (2d4) random valuables from the horde are also lost in this way, though the crown of the crystal sovereign is otherwise unaffected.\n\n_**Curse.**_ When you attune to this crown, your _Destiny_ immediately changes to _Dominion_ if it\u2019s not already, and you can only fulfill it by reclaiming the Crystal Palace of Coronaal, which is lost to time and overtaken by creatures from the depths. You lose any existing Destiny features. In addition, if you have a chance to advance this Destiny (as determined by the Narrator) and do not take it, you lose all benefits from the crown and suffer a level of _strife_ each week until you pursue the opportunity, at which point you lose all strife gained this way and regain the benefits of the crown. These levels of strife cannot otherwise be removed.\n\nThe crown remains firmly affixed to your head and cannot be removed in any way, nor can your attunement be broken, unless you are beheaded, at which point you can never attune to the item again, even if you are brought back to life. The only other exception is if you reclaim the Crystal Palace and then choose to, in the presence of 4 sentient creatures, formally renounce your title while sitting on the throne of Coronaal, at which point the palace and crown begin to crumble, ending your attunement and destroying the item.\n\n**_Escalation._** When you fulfill this destiny, the save DC of Regal Bearing and the Armor Class bonus of Crystal Skin increase by 2, while the range of your truesight increases by 60 ft, your Prestige bonus is increased by 2, and you can cast __scrying_ at will using the crown as a focus.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Artifact", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "crystal-ball-a5e", "fields": {"name": "Crystal Ball", "desc": "A typical enchanted _crystal ball_ can be used to cast the __scrying_ spell (save DC 17) once between _short rests_ while touching it. \n\nThree legendary variations exist. In all cases, the legendary variants have an alignment (Chaotic, Evil, Good, or Lawful). If you do not have an alignment trait that matches the _crystal ball\u2019s_, after using it you take 6d6 psychic damage and gain a level of _strife_ .\n\n**Crystal Ball of Mind Reading**. You can use an action to cast __detect thoughts_ (save DC 17) on a creature within 30 feet of the spell\u2019s sensor. This effect does not require concentration, but it ends when the _scrying_ does.\n\n**Crystal Ball of Telepathy**. While the __scrying_ is active, you can communicate telepathically with creatures within 30 feet of the spell\u2019s sensor, and you can use an action to cast sugges_tion_ (save DC 17) through the sensor on one of them. This effect does not require concentration, but it ends when the _scrying_ does.\n\n**Crystal Ball of True Seeing**. In addition to the normal benefits of __scrying_ , you gain _truesight_ through the spell\u2019s sensor out to a range of 120 feet.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Very Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "cube-of-force-a5e", "fields": {"name": "Cube of Force", "desc": "This inch-long cube has a recessed button with a distinct marking on each face. It starts with 36 charges and regains 1d20 of them at dawn. \n\nYou can use an action to press one of the buttons, expending charges as shown on the Cube of Force table. If the cube has insufficient charges, nothing happens.\n\nOtherwise, the cube creates a 15-foot cube of force that is centered on you and moves with you. It lasts for 1 minute, until you use an action to press another button, or the cube\u2019s charges are depleted. \n\nYou can change the cube\u2019s effect by pressing a different button. Doing so expends the requisite number of charges and resets the duration.\n\nIf moving causes the cube to come into contact with a solid object that can't pass through the cube, you cannot move any closer to that object while the cube is active.\n\nThe cube loses charges when targeted by effects from the following spells or magic items: _disintegrate_ (1d12 charges), __horn of blasting_ (1d10 charges), __passwall_ (1d6 charges), __prismatic spray_ (1d20 charges), __wall of fire_ (1d4 charges).\n\n__**Table: Cube of Force**__\n| **Face** | **Charges** | **Effect** |\n| -------- | ----------- | ------------------------------------------------------------------------------------------------------- |\n| 1 | 1 | Gasses, wind, and fog can\u2019t penetrate the cube. |\n| 2 | 2 | Nonliving matter can\u2019t penetrate the cube, except for walls, floors, and ceilings (at your discretion). |\n| 3 | 3 | Living matter can\u2019t penetrate the cube. |\n| 4 | 4 | Spell effects can\u2019t penetrate the cube. |\n| 5 | 5 | Nothing penetrates the cube (exception for walls, floors, and ceilings at your discretion). |\n| 6 | 0 | Deactivate the cube. |", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "cubic-gate-a5e", "fields": {"name": "Cubic Gate", "desc": "This 3-inch cube has 3 charges and regains 1d3 charges each dawn. Each side of the cube is keyed to a different plane, one of which is the Material Plane. The other five sides are determined by the Narrator.\n\nAs an action, you may press one side of the cube and spend a charge to cast the _gate s_pell, expending a charge and opening a portal to the associated plane. You may instead press a side twice, expending 2 charges and casting _plane shift_ (save DC 17) which sends the targets to the associated plane.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Legendary", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "culdarath-the-ninth-rings-true-name-a5e", "fields": {"name": "Culdarath the Ninth Ring\u2019s True Name", "desc": "This slip of parchment contains the magically bound name \u201cOzzacath\u2019ta Culd\u201d and is burned black at the edges. While you are attuned to it, you can use a bonus action to invoke the name on this parchment to summon a vision of a powerful efreet beside you for 1 minute. Ozzacath is haughty and impatient when conjured but seems to relish the chance to burn anything. Once a vision is summoned in this way, it cannot be summoned again for the next 24 hours.\n\nYou can use an action to verbally direct the vision to do any of the following: \n\n* Light a bonfire, candle, or similar flammable object within 15 feet.\n* Burn brightly (or cease burning brightly) for the next minute providing bright light in a 30-foot radius and dim light for a further 15 feet.\n* Translate up to 25 words of spoken or written Ignan into Common.\n\nAlternatively, as an action while the vision is summoned you can agree to revoke your claim on Culdarath in exchange for his direct assistance. When you do so the parchment burns to cinders and for the next minute the vision roars into a ball of fire within 5 feet of you (as __flaming sphere_ , save DC 13). On each of your turns, you can use a bonus action to verbally indicate where the ball of fire moves. Once you have revoked your claim in this way, you can never invoke Culdarath\u2019s true name again.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Common", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "cunning-tools-a5e", "fields": {"name": "Cunning Tools", "desc": "This exquisitely designed set of thieves\u2019 tools are enchanted to guide even the clumsiest felons to success. While using these thieves\u2019 tools you are proficient with them, and you gain an expertise die on checks made to pick locks or disable devices such as traps. \n\nIn addition, these thieves\u2019 tools fold down into a single smooth rosewood handle that appears to be a finely polished piece of wood, and you gain an expertise die on checks made to conceal them.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "dagger-of-venom-a5e", "fields": {"name": "Dagger of Venom", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic blade. In addition, once each dawn you can use an action to poison the dagger\u2019s blade for 1 minute or until it is used to damage a creature. When a creature is damaged by the blade\u2019s poison, it makes a DC 15 Constitution _saving throw_ or takes 2d10 poison damage and becomes _poisoned_ for 1 minute.", "document": 39, "page_no": null, "type": "Weapon", "rarity": "Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "dancing-shoes-a5e", "fields": {"name": "Dancing Shoes", "desc": "These shoes feature a low heel, but otherwise shape to the wearer\u2019s foot. While wearing these shoes, you gain an _expertise die_ on checks that relate to dancing.\n\nIf the shoes are separated, you may attune to one. When attuned to in this way, you know the direction of its location and if another creature has attuned to it. Once the shoes are reunited again, the effect ends.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "dancing-sword-a5e", "fields": {"name": "Dancing Sword", "desc": "While you are attuned to this magic sword, you can use a bonus action to speak the command word and throw it into the air. The sword hovers, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it (using your _attack roll_ and ability score modifier to damage rolls). On each of your turns you can use a bonus action to make the sword fly up to 30 feet to attack another creature within 5 feet of it. \n\nAfter the sword attacks for the fourth time, it tries to return to your hand. It flies 30 feet towards you, moving as close as it can before either being caught in your free hand or falling to the ground.\n\nThe sword ceases to hover if you move more than 30 feet away from it or grasp it.", "document": 39, "page_no": null, "type": "Weapon", "rarity": "Very Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "dark-stone-a5e", "fields": {"name": "Dark Stone", "desc": "Five _dark stones_ are usually found together. A _dark stone_ is a black, round pebble that is cold to the touch. It can be used as sling ammunition or can be thrown up to 30 feet. If it is used as sling ammunition, a target hit by the stone takes an extra 1d6 cold damage. Whether it is fired or thrown, nonmagical fires within 10 feet of the stone\u2019s point of impact are immediately extinguished, as are any magical lights or fires created with a spell slot of 2nd-level or lower.", "document": 39, "page_no": null, "type": "Weapon", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "deaths-essence-pendant-a5e", "fields": {"name": "Death\u2019s Essence Pendant", "desc": "This small black pendant has 5 charges and regains 1d4 charges each day at dawn.\n\nYou can use an action and expend a charge to make undead of CR 1 or lower indifferent to you and creatures you choose within 30 feet of you. Undead remain indifferent until you for up to 1 hour, or until you threaten or harm them.\n\nThree times each day you can use a bonus action and expend a charge to summon a skeleton (page 334 or zombie (page 335). Your summoned creature follows you and is hostile to creatures that are hostile to you. You may decide the action the undead takes and where it moves during its next turn, or you can issue a general command, such as guarding an area. If not given a command, the undead only defends itself. The undead continues to follow a command until its task is complete. Undead created by the pendant turn into dust at dawn.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "decanter-of-endless-water-a5e", "fields": {"name": "Decanter of Endless Water", "desc": "This flask sloshes when shaken as if full of water. You can use an action to remove the stopper and speak a command word, causing undrinkable water to flow out of the flask. It stops at the start of your next turn. \n\n**Stream**. This command word produces 1 gallon of water.\n\n**Fountain.** This command word produces 5 gallons of water.\n\n**Geyser.** This command word produces 30 gallons of water that manifests as a geyser 30 feet long and 1 foot wide. As a bonus action, you can aim the geyser at a target within 30 feet, forcing it to make a DC 13 Strength _saving throw_ or take 1d4 bludgeoning damage and be knocked _prone_ . Any object less than 200 pounds is knocked over or pushed up to 15 feet away.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "deck-of-illusions-a5e", "fields": {"name": "Deck of Illusions", "desc": "This box houses a set of 34 illustrated cards when new. A found deck is typically missing 1d20 cards. \n\nAs an action, you can draw a random card (one manually selected does nothing) and throw it up to 30 feet from you. \n\nUpon landing, the card creates an illusion of one or more creatures. These illusions are of normal size for the creatures depicted and act normally, but are insubstantial and harmless. While you are within 120 feet of the illusion, you can use an action to move it anywhere within 30 feet from its card. \n\nThe illusions are revealed to a creature when it uses an action to make a DC 15 Investigation check or automatically upon any physical interaction. Once revealed, an illusion becomes translucent.\n\nThe illusion lasts until its card is moved or it is dispelled. In either case the card disappears and cannot be reused.\n\n__**Table: Deck of Illusions**__\n| **Playing Card** | **Illusion** |\n| ------------------- | ---------------------------- |\n| \u2663 Ace of Clubs | Iron golem |\n| \u2663 King of Clubs | Erinyes |\n| \u2663 Jack of Clubs | Berserker |\n| \u2663 Ten of Clubs | Hill giant |\n| \u2663 Nine of Clubs | Ogre |\n| \u2663 Eight of Clubs | Orc |\n| \u2663 Two of Clubs | Kobold |\n| \u2666 Ace of Diamonds | Murmuring worm |\n| \u2666 King of Diamonds | Archmage and mage apprentice |\n| \u2666 Queen of Diamonds | Night hag |\n| \u2666 Jack of Diamonds | Assassin |\n| \u2666 Ten of Diamonds | Fire giant |\n| \u2666 Nine of Diamonds | Ogre mage |\n| \u2666 Eight of Diamonds | Gnoll |\n| \u2666 Two of Diamonds | Kobold |\n| \u2665 Ace of Hearts | Red dragon |\n| \u2665 King of Hearts | Knight and 4 guards |\n| \u2665 Queen of Hearts | Incubus/Succubus |\n| \u2665 Jack of Hearts | Druid |\n| \u2665 Ten of Hearts | Cloud giant |\n| \u2665 Nine of Hearts | Ettin |\n| \u2665 Eight of Hearts | Bugbear |\n| \u2665 Two of Hearts | Goblin |\n| \u2660 Ace of Spades | Lich |\n| \u2660 King of Spades | Priest and 2 acolytes |\n| \u2660 Queen of Spades | Medusa |\n| \u2660 Jack of Spades | Veteran |\n| \u2660 Ten of Spades | Frost giant |\n| \u2660 Nine of Spades | Troll |\n| \u2660 Eight of Spades | Hobgoblin |\n| \u2660 Two of Spades | Goblin |\n| \ud83c\udccf Joker (2) | The deck\u2019s wielder |", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "deck-of-many-things-a5e", "fields": {"name": "Deck of Many Things", "desc": "A legend of ruination and wonder to those that have heard of it, the _Deck of Many Things_ is the fickle power of fate distilled. Most were created by gods of luck and are found in small and ornately carved coffers and have only 13 cards, but some have the full 22\\. The Narrator may decide, or roll 1d4 to determine randomly (a partial deck on a 1\u20133, or a full deck on a 4).\n\nBefore drawing, you must declare the number of cards that you intend to draw. A modified poker deck can be used to create your own physical deck using the substitutions below. A card's magic takes effect as soon as it is drawn. Once you begin drawing, each subsequent card must be drawn within an hour of the card that came before it. Failure to do so causes all of your remaining draws to fly out of the deck and take effect immediately. Once a card is drawn, if it is not a joker it is reshuffled into the deck, making it possible to draw the same card twice.\n\nOnce you have drawn the number of cards that you\u2019ve declared, the deck resets and you may never draw from that deck again. Once all individuals present when the deck is discovered have drawn their cards, roll 1d4\\. On a 1\u20133 the deck vanishes, or on a 4 it returns to its coffer, allowing you to transport it should you so choose.\n\nThe Balance, Comet, Donjon, Fates, Fool, Gem, Idiot, Talons, and Vizier cards only appear in the 22 card deck.\n\n---\n\n\u2663 **Ace of Clubs: Talons.** Every magical item that you own is immediately destroyed. Artifacts are not destroyed and are instead cast into the multiverse.\n\n\u2663 **King of Clubs: Void.** Your soul is torn from your body and trapped in an object in a location of the Narrator\u2019s choosing where it is guarded by powerful beings. While your soul is trapped, your body is incapacitated. Even a _wish_ cannot restore your soul, but it can reveal its location. Any remaining draws from the deck are lost.\n\n\u2663 **Queen of Clubs: Flames.** You gain the enmity of a powerful devil. It seeks to destroy you along with all that you love or have built, inflicting as much misery upon you and your loved ones as possible before finally slaying you. This antagonism lasts until either you or the devil perish.\n\n\u2663 **Jack of Clubs: Skull.** A merciless harbinger of death appears and attempts to slay you. The harbinger appears in an unoccupied space within 10 feet and immediately attacks. A sense of mortal dread fills any allies present, warning them to stay away. The harbinger fights until you die or it is reduced to 0 hit points. It cannot be harmed by anyone other than you, and if anyone other than you attempts to harm it, another harbinger of death is summoned for them. Creatures slain by a harbinger cannot be restored to life by any means.\n\n\u2663 **Two of Clubs: Idiot.** Your Intelligence score is permanently reduced by 1d4+1, to a minimum of 1\\. You may draw one additional card beyond what you declared.\n\n\u2666 **Ace of Diamonds: Vizier.** At any point within a year of drawing this card, you may ask a question while meditating and immediately receive a truthful answer that helps you to solve a problem or dilemma as well as the wisdom and the knowledge to apply it.\n\n\u2666 **King of Diamonds: Sun.** You gain 50,000 XP, and a randomly determined wondrous item appears in your hands.\n\n\u2666 **Queen of Diamonds: Moon.** You are granted 1d3 wishes (as the __wish_ spell).\n\n\u2666 **Jack of Diamonds: Star.** Increase an ability score of your choice by 2\\. The score cannot exceed 24.\n\n\u2666 **Two of Diamonds: Comet.** Defeating the next hostile monster or group of monsters alone will grant you enough experience points to advance to the next level.\n\n\u2665 **Ace of Hearts: Fates.** You are granted the ability to reweave the fabric of reality, allowing you to circumvent or erase a single event as though it had never happened. You may use this ability immediately upon drawing the card or at any point prior to your death.\n\n\u2665 **King of Hearts: Throne.** You are granted proficiency in the Persuasion skill and gain a 1d6 expertise die on all Charisma (Persuasion) checks. You are also granted legal domain over a small keep or fortress on the plane that your character inhabits. Your new domain is overrun by monsters and must be liberated before it can be inhabited.\n\n\u2665 **Queen of Hearts: Key.** A magic weapon of at least rare rarity that you are proficient with appears in your hand. The weapon is chosen by the Narrator.\n\n\u2665 **Jack of Hearts: Knight.** A _veteran_ appears and offers you their service, believing it to be destiny, and will serve you loyalty unto death. You control this character.\n\n\u2665 **Two of Hearts: Gem.** You are showered in wealth. A total of 25 trinkets, easily portable pieces of art, or jewelry worth 2,000 gold each, or 50 gems worth 1,000 gold each appear directly in front of you. \n\n\u2660 **Ace of Spades: Donjon.** You vanish and are trapped in an extradimensional space. You are either unconscious in a sphere (50%) or trapped in a nightmare realm drawn from your own experiences and fears (50%). You remain in your prison until you are freed. While divination magics cannot locate you, a wish spell reveals the location of your prison. You cannot draw any more cards.\n\n\u2660 **King of Spades: Ruin.** All nonmagical wealth that you own is lost. Material items vanish. Property and other holdings are lost along with any documentation. You are destitute.\n\n\u2660 **Queen of Spades: Euryale.** You are _cursed_ by the card. You suffer a permanent \u20132 penalty to all _saving throws_ . Only a god or the Fates Card can end this curse.\n\n\u2660 **Jack of Spades: Rogue.** A trusted ally, friend, or other NPC (chosen by the Narrator) becomes a bitter enemy, although their identity is not revealed. They will act against you based upon their abilities and resources, and will try to utterly destroy you. Only a _wish_ spell or divine intervention can end the NPC\u2019s hostility. \n\n\u2660 **Two of Spades: Balance.** Your history rewrites itself. You gain a randomly determined background, replacing your background feature with the new background feature. You do not change the skill proficiencies or ability score increases from your previous background, or gain new skill proficiencies or ability score increases.\n\n\ud83c\udccf **Joker with Trademark: Fool.** You lose 10,000 xp and must immediately draw again. If the experience lost in this manner would cause you to lose a level, you are instead reduced to the beginning of your current level instead.\n\n\ud83c\udccf **Joker without Trademark: Jester.** Fortune smiles on the foolish. Either gain 10,000 XP or draw twice more from the deck beyond what you declared.\n\n---\n\n**Harbinger of Death Challenge** \u2014\n\n_Medium undead_ 0 XP\n\n**Armor Class** 20\n\n**Hit Points** half the hit point maximum of its summoner\n\n**Speed** 60 ft., fly 60 ft. (hover)\n\n**STR DEX CON INT WIS CHA**\n\n16 (+3) 16 (+3) 16 (+3) 16 (+3) 16 (+3) 16 (+3)\n\n**Proficiency** +3; **Maneuver** DC 14\n\n**Damage Immunities** necrotic, poison\n\n**Condition Immunities** _charmed_ , _frightened_ , _paralyzed_ , _petrified_ , _poisoned_ , _unconscious_ \n\n**Senses** darkvision 60 ft., truesight 60 ft., passive Perception 13\n\n**Languages** all languages known to its summoner\n\n_**Incorporeal Movement.**_ The harbinger can move through other creatures and objects as if they were _difficult terrain_ . It takes 5 (1d10) force damage if it ends its turn inside an object.\n\n_**Turning Immunity**_. The harbinger is immune to features that turn undead.\n\nACTIONS\n\n**_Reaping Scythe_**. The harbinger sweeps its spectral scythe through a creature within 5 feet of it, dealing 7 (1d8+3) slashing damage plus 4 (1d8) necrotic damage. The sixth time and each subsequent time that a creature is damaged by this attack, it makes a DC 14 Charisma _saving throw_ or becomes _doomed_ .", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Legendary", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "defender-a5e", "fields": {"name": "Defender", "desc": "You gain +3 bonus to attack and damage rolls made with this magic sword. In addition, while you are attuned to the sword, on each of your turns before you make your first attack with it you can transfer some or all of the +3 bonus to your Armor Class (instead of using it for attacks) until the start of your next turn or until you drop the sword (whichever comes first).", "document": 39, "page_no": null, "type": "Weapon", "rarity": "Legendary", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "defensive-umbrella-a5e", "fields": {"name": "Defensive Umbrella", "desc": "This is an unassuming-looking black umbrella, but it can provide impressive protection when needed. As a bonus action when the umbrella is open, you can press a button in the handle. The canopy immediately flattens and hardens into a _1 light shield_ and the handle transforms into a _1 rapier_ . You count as already wielding both and are considered proficient as long as you are attuned to the defensive umbrella. You can return the sword and shield to umbrella form as an action by bringing the two parts together and speaking the command word. Opening or closing the umbrella requires an action.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "demon-armor-a5e", "fields": {"name": "Demon Armor", "desc": "While wearing this armor, your Armor Class increases by +1 and you can understand and speak Abyssal. You can attack with the armor\u2019s clawed gauntlets (which deal 1d8 slashing damage) and gain a +1 bonus to attack and damage rolls when doing so.\n\n**Cursed.** You cannot remove this armor until you are targeted by _remove curse_ or similar magic. You have _disadvantage_ on _attack rolls_ against demons and on _saving throws_ made against them.", "document": 39, "page_no": null, "type": "Armor", "rarity": "Very Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "describing-gremlins-a5e", "fields": {"name": "Describing Gremlins", "desc": "This little porcelain chair has a tiny ethereal purple goblinoid sitting on it, and in the creature\u2019s hands sits another even smaller purple goblinoid, and in their hands sits an even smaller goblinoid, and the motif seems to go on forever smaller. \n\nThis item includes 10 gremlins of decreasing scale from the largest at 4 inches tall, to the smallest that\u2019s roughly the size of an amoeba. \n\nIf you place a single drop of a substance in front of the series of gremlins, the largest of them leans towards it and allows the smaller gremlins a minute to observe the drop\u2019s contents at a cellular level. The smallest gremlin explains to the next size up, and so on, with the largest gremlin communicating back to you the description of the contents at a cellular level.\n\nThe gremlins are not particularly intelligent so most of their descriptions are similar to \u201c_some sorta green globs_\u201d or \u201c_a buncha squidgy spiny things what tried to eat m_e\u201d.\n\nAlthough this information is not scientifically or medically helpful, it can easily be used to identify if a substance is the same as another previously observed substance as the gremlins are consistent in their descriptions.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "devils-eye-ring-a5e", "fields": {"name": "Devil\u2019s Eye Ring", "desc": "This silver ring contains the sentient eye of a devil. While you are wearing the ring and it is uncovered, you have _disadvantage_ on Persuasion checks but gain an expertise die on Intimidation checks. \n\nIn addition, you gain darkvision to a range of 120 feet, and are able to see through both magical and nonmagical darkness.", "document": 39, "page_no": null, "type": "Ring", "rarity": "Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "dial-of-dal-a5e", "fields": {"name": "Dial of Dal", "desc": "None living know who or what Dal was, only that the name is carved into this device. About half a foot in diameter, this flat disk resembles a sundial with many styles (time-telling edges), each of which can be moved on its own course, rotating on the flat of the disc on an undetectable groove. As these are moved, you receive a vision of events and emotions that have occurred in your current location.\n\nAs an action, you can use the dial of Dal to cast the __legend lore_ spell focused on your current location without the need for material components. Once used in this way, the dial cannot be used again until you finish a _long rest_ .", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Very Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "dimensional-shackles-a5e", "fields": {"name": "Dimensional Shackles", "desc": "You can use an action to shackle an _incapacitated_ Small- to Large-sized creature using these manacles. Once shackled, the creature is incapable of using or being affected by any sort of extradimensional travel or effect (including teleportation or plane shift spells and effects, but not portals). \n\nYou and any creature you designate when you use the shackles can use an action to remove them. At the end of every 2 weeks that pass, a shackled creature can make a DC 30 Strength (Athletics) check to break free and destroy the shackles.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "doorbreaker-a5e", "fields": {"name": "Doorbreaker", "desc": "The head of this magic maul is shaped like an adamantine fist. You gain a +2 bonus to _attack and damage rolls_ made with this weapon. When you hit an object or construct while wielding _Doorbreaker_, the hit is treated as a critical hit.\n\n_Doorbreaker_ has 3 charges. When you attack or touch a portal sealed with an __arcane lock_ , you can expend 1 charge to cast __knock_ on the portal. _Doorbreaker_ regains 1d3 charges each dawn.", "document": 39, "page_no": null, "type": "Weapon", "rarity": "Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "draconic-diorama-a5e", "fields": {"name": "Draconic Diorama", "desc": "This Tiny diorama is contained within a cube-shaped box 5 inches on each side. The bottom is lead and the rest made of transparent crystal. Inside the box there are several trees made of paper and wire, a treasure chest made of clay, and a 1\u00bd-inch dragon skeleton. The skeleton stands in a different position each time the box is examined but it does not move while being observed.\n\nWhile you carry the diorama, you have _advantage_ on _saving throws_ against Frightful Presence.\n\nA successful DC 13 Arcana or Nature check reveals the skeleton is an actual dragon skeleton that has been shrunk to fit inside the box. \n\n**Curse.** While carrying the cursed diorama you are compelled to amass more wealth. As long as you are compelled, you must succeed on a DC 13 Charisma _saving throw_ to willingly part with the diorama, even temporarily.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "dragon-scale-mail-a5e", "fields": {"name": "Dragon Scale Mail", "desc": "While wearing this armor, you gain following benefits:\n\n* Your Armor Class increases by +1.\n* _Advantage_ on _saving throws_ against the Frightful Presence and breath weapons of dragons.\n* Resistance to one damage type (determined by the type of dragon that provided the scales).\n\nIn addition, once between _long rests_ you can use an action to magically detect the distance and direction to the closest dragon of the same type as the armor that is within 30 miles.\n\n__**Table: Dragon Scale Mail**__\n| Dragon | Resistance |\n| -------- | ----------- |\n| Amethyst | Force |\n| Black | Acid |\n| Blue | Lightning |\n| Brass | Fire |\n| Bronze | Lightning |\n| Copper | Acid |\n| Earth | Slashing |\n| Emerald | Thunder |\n| Gold | Fire |\n| Green | Poison |\n| Red | Fire |\n| River | Bludgeoning |\n| Sapphire | Psychic |\n| Shadow | Necrotic |\n| Silver | Cold |\n| Spirit | Radiant |\n| White | Cold |", "document": 39, "page_no": null, "type": "Armor", "rarity": "Very Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "dragon-slayer-a5e", "fields": {"name": "Dragon Slayer", "desc": "You gain a +3 bonus to attack and damage rolls made with this magic sword, and it deals an extra 3d6 damage against dragons (including any creature with the dragon type, such as _dragon turtles_ and _wyverns_ ).", "document": 39, "page_no": null, "type": "Weapon", "rarity": "Very Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "dragonslaying-lance-a5e", "fields": {"name": "Dragonslaying Lance", "desc": "You gain a +3 bonus to attack and damage rolls made with this weapon.\n\nObjects hit with this lance take the maximum damage the weapon\u2019s damage dice can deal. Dragons hit by this weapon take an extra 3d6 piercing damage. For the purpose of this weapon, \"dragon\" refers to any creature with the dragon type, including _dragon turtles_ and _wyverns_ .", "document": 39, "page_no": null, "type": "Weapon", "rarity": "Legendary", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "dread-caduceus-a5e", "fields": {"name": "Dread Caduceus", "desc": "When wizards go to war their desperation reveals the bleak depths and miraculous heights of magic. Long ago it was a desire to both bolster and renew their forces that led a mage to create a relic many would consider unthinkable: a scepter that twists the essence of life itself. With it the dead are remade into unrecognizable tangles of flesh that despite their deformity do the wielder of the scepter\u2019s bidding, all as their allies are healed and empowered with vigor far beyond mortal bounds.\n\nThis heavy silver scepter has two heads, both cast in metal and staring out of glassy onyx eyes. One head is a skull, its jaw thrown open and its teeth unnaturally elongated. At the other end of the scepter is a cherubic human face that is turned upwards as though determined not to look at its sibling. \n\nNo one is certain whether it was the creator\u2019s shame that led them to hide the scepter, or if their enemies cast it out of memory for fear of its power. What is known is that the legend of the _Dread Caduceus_ has endured and that whispers of its whereabouts have not been silenced by time.\n\nWhile you are attuned to the _Dread Caduceus_ you may use either end of the scepter to activate its powers.\n\n**Legends and Lore** Success on an Arcana or History check reveals the following:\n\n**DC 15** This is the _Dread Caduceus_, a holy scepter with the power to raise the dead. \n\n**DC 18** The cherub and skull heads cause healing and necromantic effects, respectively.\n\n**DC 21** Those who use the scepter risk having their very flesh corrupted and their souls devoured.\n\n**Artifact Properties**\n\nThe _Dread Caduceus_ has one lesser artifact benefit, one greater artifact benefit, one lesser artifact detriment, and one greater artifact detriment. \n\nThe _Dread Caduceus_ warps your life energy, twisting your flesh as it corrupts that of others. While you are attuned to the scepter, your organs shift and twist, sticking to one another within you. Take 1d6 necrotic damage each dawn from this effect. This damage can only be healed by a _long or short rest_ . You also have _disadvantage_ on initiative rolls as you are distracted by this tangible shifting within.\n\nThe _Dread Caduceus_ has 2d10 charges and regains 1d10 charges each dawn. When you reduce the _Dread Caduceus_ to 0 charges, you take 10d10 necrotic damage. If this damage reduces you to 0 hit points, you instantly die and cannot be resurrected (even by a _wish_ spell).\n\n**Cherub**\n\nYou can use an action and expend charges from the _Dread Caduceus_ to cause one of the following effects to extend from the cherub head of the scepter, targeting yourself or a creature within 30 feet: \n\n_**Heal.**_ The creature regains 1d8+1 hit points for each expended charge. \n\n**_Healing Nimbus (3 Charges)_**. A nimbus of healing appears around the creature for 1d6 rounds. For the duration, whenever the creature takes damage from an attack it regains 1 hit point, and when an attack misses the creature it regains 1d4 hit points.\n\n_**Invulnerability (3 Charges)**_. The creature becomes immune to damage from nonmagical attacks for 1d4 rounds.\n\n_**Exhaustless (5 Charges)**_. The creature becomes immune to _fatigue_ for 1d6 days.\n\n_**Resistance (5 Charges)**_. The creature becomes resistant to one type of damage of your choice for 1d6 rounds. This property has no effect if the creature already has resistance to that damage type.\n\n**_Cure (10 Charges)_**. The creature is healed of any _curses_ , _diseases_ , _poisons_ , or other negative effects, even if a _wish_ spell has previously been unsuccessful.\n\n_**Invigorate (10 Charges).**_ The creature permanently increases its maximum hit points by 1d8+1\\. A creature can only benefit from this property once. \n\n**Skull**\n\nYou can use an action and expend charges from the _Dread Caduceus_ to cause one of the following effects to extend from the skull head of the scepter, targeting yourself or a creature within 100 feet: \n\n_**Animate Skeleton (1 Charge).**_ You return a dead creature to a semblance of life, animating the skeleton of its body to serve at your whim. The creature gains the _skeleton template_ and remains under your control until you die or are no longer attuned to the _Dread Caduceus_. \n\n_**Animate Zombie (2 Charges).**_ You return a dead creature to a semblance of life, animating it as a zombie to serve at your whim. The creature gains the _zombie template_ and remains under your control until you die or are no longer attuned to the _Dread Caduceus._\n\n_**Empower Undead (2 Charges).**_ Choose 1d6 undead that you can see within range. Whenever one of the chosen undead makes a weapon attack it deals an extra 1d4 necrotic damage. Even on a miss, the undead deals 1d4 necrotic damage.\n\n**_Animate Legion (6 Charges)._** You return 3d10 dead humanoids to a semblance of life, transforming their corpses into _zombies_ . \n\nYou can use a bonus action to mentally command the undead you create using the _Dread Caduceus._ When you command multiple undead, you must give them all the same command. You may decide the action the undead takes and where it moves during its next turn, or you can issue a general command, such as guarding an area. If not given a command, the undead only defends itself. The undead continues to follow a command until its task is complete. \n\nIn addition, any creature you animate in this fashion retains injuries or disfigurements that were upon its corpse, and it continues to decompose.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Artifact", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "dreamscrying-bowl-a5e", "fields": {"name": "Dreamscrying Bowl", "desc": "This terra cotta pottery bowl has a glossy black band around the rim and is sized to be used as a nightstand washbowl. Most of it is covered in geometric shapes unique to each other. When you are attuned to the bowl and fill it with holy water, the reflection on its surface portrays your most recent dream, or the dream of a sleeping creature within your reach. If the water is disturbed the shown dream disappears and will not return. \n\nAlternatively, you can shatter the bowl and choose one sleeping creature you can see within 30 feet. Until the sleeping creature awakens naturally, its dream and sleep cannot be interrupted or effected by any other magic.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "dungeon-delvers-guide-a5e", "fields": {"name": "Dungeon Delver's Guide", "desc": "While attuned to this magic tome, you gain an _expertise die_ to skill checks made to recognize and notice underground traps and architectural features. In addition, you gain an expertise die on _saving throws_ against traps.\n\nThe book contains 10 illustrations of doors, 10 illustrations of traps, and 10 illustrations of monsters. As an action, you can permanently tear out an illustration and place it on a surface to make a real door, trap, or monster appear. Once an illustration is used, it can\u2019t be used again.\n\nIf you place a door, a key that you can use to lock and unlock the door magically appears in your hand. Behind the door is a permanent passage through the wall. The passage is 5 feet wide, 8 feet tall, and up to 10 feet deep. The passage creates no instability. If you place a trap, you can choose between the following traps from this book (chapter 2): acid pit trap, commanding voice trap, explosive runes trap, false door trap, hidden pit trap (x3), lock trap (x3, can be placed only on a lock).\n\nIf you place a monster, the monster is not initially hostile to any creature present when it is summoned but is hostile to all other creatures. It otherwise acts according to its nature. The following monsters can be placed: _black pudding_ , _gelatinous cube_ , _hell hound_ , _kobold_ (x3), _minotaur_ , skeleton immortal (x3, DDG).", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Very Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "dust-of-disappearance-a5e", "fields": {"name": "Dust of Disappearance", "desc": "This shimmering dust is usually found in a small vial that contains enough for a single use. You can use an action to scatter the dust into the air, covering you and each creature and object within 10 feet and rendering them _invisible_ for 2d4 minutes. This consumes the dust. If an affected creature casts a spell or attacks, the effect ends for that creature.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "dust-of-dryness-a5e", "fields": {"name": "Dust of Dryness", "desc": "This small vial contains 1d6+4 pinches of dust. You can use an action to spread a pinch over water, transforming a 15-foot cube of water into a small pellet that weighs less than an ounce. \n\nUsing an action, you or another creature can break the pellet against any hard surface, releasing all of the water and destroying the pellet. \n\nA creature composed mostly of water that is exposed to a pinch of the dust makes a DC 13 Constitution _saving throw_ , taking 10d6 necrotic damage on a failure, or half damage on a success.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "dust-of-sneezing-and-choking-a5e", "fields": {"name": "Dust of Sneezing and Choking", "desc": "This fine gray dust is usually found in a vial and appears to be _dust of disappearance_ , even when magic is used to _identify_ it. Each vial contains enough for a single use.\n\nYou can use an action to throw the dust into the air. You and creatures within 30 feet of you that breathe make a DC 15 Constitution _saving throw_ or become wracked with violent coughing and sneezing, becoming _incapacitated_ and beginning to _suffocate_ . While conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effects on a success. A _lesser restoration_ spell also ends the effects.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "dwarven-plate-a5e", "fields": {"name": "Dwarven Plate", "desc": "While wearing this armor, you gain the following benefits:\n\n* Your Armor Class increases by +1.\n* When an effect forces you to move along the ground, you can use your reaction to reduce the forced movement by up to 10 feet.", "document": 39, "page_no": null, "type": "Armor", "rarity": "Very Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "dwarven-thrower-a5e", "fields": {"name": "Dwarven Thrower", "desc": "You gain +3 bonus to attack and damage rolls made with this magic warhammer. In addition, while you are attuned to the hammer, you may throw it with a normal range of 20 feet and a maximum range of 60 feet. On a hit with a ranged attack using this hammer it deals an extra 1d8 damage (2d8 damage if the target is a giant). When thrown the warhammer immediately flies back to your hand after it hits or misses its target.", "document": 39, "page_no": null, "type": "Weapon", "rarity": "Very Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "earth-charm-a5e", "fields": {"name": "Earth Charm", "desc": "While wearing this charm you gain an expertise die on checks and _saving throws_ to avoid falling _prone_ , or you can break the charm to release its power, destroying it to activate one of the following effects.\n\n* **Abase:** As an action, choose a creature you can see within 200 feet. It makes a DC 15 Strength _saving throw_ or its flying speed (if any) is reduced to 0 feet for 1 minute, or until you lose _concentration_ (as if concentrating on a spell). An affected airborne creature falls, taking damage when it lands (maximum 8d6 bludgeoning damage).\n* **Reshape:** Cast _stone shape ._\n* **Withdraw:** Cast __meld into stone ._\n\n**Curse**. Releasing the charm\u2019s power attracts the attention of a _divi_ who seeks you out to demand your service.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "echo-force-a5e", "fields": {"name": "Echo Force", "desc": "While you are attuned to and wielding this shortsword and at your hit point maximum, instead of making a melee weapon attack you can strike at the air to create a blade of magical force. Your blades of magical force are ranged spell attacks that use Strength or Dexterity (your choice), have a range of 30/60 ft., and deal 1d6 force damage. When you are not at your hit point maximum, this shortsword becomes a mundane item.", "document": 39, "page_no": null, "type": "Weapon", "rarity": "Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "efficient-quiver-a5e", "fields": {"name": "Efficient Quiver", "desc": "This quiver has three compartments that contain extradimensional spaces. The first compartment can hold up to 60 arrows or items of a similar size. The second compartment can hold up to 18 javelins or similar items. The third compartment can hold up to 6 items such as bows, quarterstaffs, or spears.\n\nYou can retrieve any item as if it were being drawn from a regular quiver or scabbard. No single item can weigh more than 2 pounds.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "efreeti-bottle-a5e", "fields": {"name": "Efreeti Bottle", "desc": "You can use an action to unstopper this intricately carved brass bottle, causing an _efreeti_ to appear in a cloud of acrid smoke in an unoccupied space within 30 feet. When you open the bottle, roll to d100 to determine the effect.\n\n__**Table: Efreeti Bottle**__\n| **d100** | **Effect** |\n| -------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |\n| 01\u201310 | The efreeti attacks you. The Efreeti departs after 5 rounds pass or losing half its hit points, whichever happens first, and the bottle becomes a mundane item. |\n| 11\u201390 | The efreeti serves you for up to 1 hour before being drawn back into the bottle. The bottle cannot be opened again for 24 hours. This effect occurs automatically the second and third time the bottle is opened. The fourth time the bottle is opened, the efreeti vanishes and the bottle loses its enchantment. |\n| 91\u2013100 | The efreeti grants you 3 wishes (as the _wish_ spell) then vanishes after an hour or after granting the final wish, and the bottle becomes a mundane item. |", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Very Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "elemental-gem-a5e", "fields": {"name": "Elemental Gem", "desc": "You can use an action to break this gem, releasing a burst of elemental energy that summons an elemental to you as if you had cast the _conjure elemental_ spell. The type of gem determines the elemental summoned. \n\nThe gem loses its enchantment when broken.\n\n__**Table: Elemental Gem**__\n| Corundum | _Fire elemental_ |\n| -------- | ----------------- |\n| Diamond | _Earth elemental_ |\n| Emerald | _Water elemental_ |\n| Sapphire | _Air elemental_ |", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "elemental-quiver-a5e", "fields": {"name": "Elemental Quiver", "desc": "When you place one or more pieces of nonmagical ammunition into this bejeweled leather quiver, after 1 hour each is imbued with elemental power determined by the gem used in its construction. An elementally-imbued piece of ammunition deals an extra 1d4 elemental damage (see Table: Elemental Quiver). The enchantment begins to fade after the ammunition is removed from the quiver and vanishes entirely after 1 minute. Each piece of ammunition imbued with elemental power expends 1 charge from the quiver. The quiver has 20 charges and regains 1d4+2 charges each dawn.\n\n__Table: Elemental Quiver__\n| **Gem** | **Elemental Damage** |\n| -------- | -------------------- |\n| Diamond | Lightning |\n| Emerald | Acid |\n| Ruby | Fire |\n| Sapphire | Cold |", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "elven-chain-a5e", "fields": {"name": "Elven Chain", "desc": "While wearing this armor your Armor Class increases by +1, and you are able to wear it without penalty even without proficiency. It only weighs 10 pounds, including the padding underneath, and can be stealthily worn under normal clothes.", "document": 39, "page_no": null, "type": "Armor", "rarity": "Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "emperors-blade-a5e", "fields": {"name": "Emperor\u2019s Blade", "desc": "Spiked metal barbs line this _+1 longsword_, resembling the many rows of a shark's teeth. You can use a bonus action to speak a command word that activates or deactivates the barbs. While activated, the barbs rapidly saw back and forth to tear into your foes, making your weapon attacks with the sword deal an extra 1d8 slashing damage.\n\nWhen you score a critical hit while the barbs are active, the sawing barbs leave a terrible wound that deals 1d8 ongoing damage. At the start of each of its turns, a wounded creature makes a Constitution _saving throw_ (DC 8 + your proficiency bonus + your Strength modifier) to end the ongoing damage.", "document": 39, "page_no": null, "type": "Weapon", "rarity": "Very Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "enchanted-music-sheet-a5e", "fields": {"name": "Enchanted Music Sheet", "desc": "This music sheet of fine parchment documents musical notation of a fey performance. Humming, whistling, or using an instrument to play the opening three notes causes the sheet music to issue the sounds of a hauntingly beautiful musical performance for 10 minutes. Up to 6 creatures of your choice that are within 30 feet of the sheet and able to hear the entire performance gain 2 temporary hit points. A creature can\u2019t gain temporary hit points from the music sheet again until it completes a _long rest_ , and after using this feature you cannot do so again until you finish a short or long rest. \n\nDuring a short rest, you can spend an hour to amend the music sheet with pen and ink to alter its melody and mood. Regardless of the changes you make to the sheet, the notation remains legible and the music is always lovely. \n\nIf you accompany the music, using an instrument or singing with a DC 12 Performance check, you can empower its magic. Up to 6 creatures of your choice that are within 30 feet of you and able to hear the entire performance regain 3 hit points and gain 6 temporary hit points. At the end of the performance, the music sheet transforms into a flutter of petals and butterflies, and its magic is lost.\n\n**Curse.** The music sheet is cursed and a creature with temporary hit points gained by its music has _disadvantage_ on _saving throws_ to resist being _charmed_ and _frightened_ by celestials, fiends, and fey. Empowering the magic with your own performance draws the attention of a fey who seeks you out to perform at an event of their choosing.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "essay-on-efficient-armor-management-a5e", "fields": {"name": "Essay on Efficient Armor Management", "desc": "This treatise details techniques for how to quickly handle armor. Spending 1 hour over 3 days memorizing the essay\u2019s techniques teaches you how to use an action to doff light and medium armors. The parchment then becomes a mundane item for a year and a day before it regains its magic.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "ever-shifting-map-a5e", "fields": {"name": "Ever-Shifting Map", "desc": "Created by a dwarven prospector who made it his life's goal to map out as many of the deepest dungeons and tunnels as he possibly could, this tattered piece of parchment has a display of words and diagrams on it that is in constant flux. When you attune to the map, the words change to the language of your choosing. Whenever you examine the map, you can immediately find north no matter where you are, so long as you are on a plane of existence that has traditional cardinal directions.\n\nWhen you speak a command word etched on the back corner of the map while you are underground, you recall the memory of the dwarven prospector embarking on what he feared to be his last expedition, delving so deep that he thought he might never return. When this happens, the map shows you the direction to the largest cache of treasure (measured in number of coins and jewels) within 1 mile. The map shows you passageways relevant to your destination and gives you advantage on ability checks to find secret doors, but does not note the location of monsters or traps. The information on the map disappears after your next long rest, at which point all writing vanishes from the parchment and it becomes a mundane item.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "eversmoking-bottle-a5e", "fields": {"name": "Eversmoking Bottle", "desc": "This glass bottle is filled with whirling smoke. You can use an action to remove the stopper, causing a thick cloud to pour out and fill a 60-foot radius centered on the bottle, making the area _heavily obscured_ . The cloud grows by 10 feet for each minute that the bottle remains open, to a maximum radius of 120 feet.\n\nThe cloud remains until the bottle is closed. Closing the bottle requires the item\u2019s command word and an action, after which the smoke disperses after 10 minutes. Moderate winds disperse the smoke after 1 minute. Strong winds disperse the smoke after 1 round.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "excalibur-a5e", "fields": {"name": "Excalibur", "desc": "This legendary weapon is said to grant powerful magic to its wielder and that only the rightful ruler of the land is suitable to carry it into battle. While you are attuned to it, _Excalibur_ grants you the following benefits:\n\n* If you are the rightful wielder of _Excalibur_, it instantly attunes to you and does not take up an attunement slot.\n* You gain a +4 bonus to attack and damage rolls made with this weapon.\n* When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.\n* When you attack a creature with this weapon and roll a 20 on the _attack roll_ , that target takes an extra 4d6 slashing damage. Then roll another d20\\. If you roll a 20, you lop off one of the target\u2019s limbs, with the effect of such loss determined by the Narrator. If the creature has no limb to sever, you lop off a portion of its body instead.\n* You can speak the sword\u2019s command word to cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light.\n* When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can\u2019t use this property again until you finish a long rest.\n* You have _advantage_ on Insight and Persuasion checks made against anyone but creatures you consider to be your close allies and companions.", "document": 39, "page_no": null, "type": "Weapon", "rarity": "Legendary", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "excaliburs-scabbard-a5e", "fields": {"name": "Excalibur\u2019s Scabbard", "desc": "While wearing this longsword scabbard, you have resistance to piercing and slashing damage from nonmagical weapons.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Legendary", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "explorers-chalk-a5e", "fields": {"name": "Explorer\u2019s Chalk", "desc": "This unassuming piece of white chalk appears well-used but does not wear down no matter how many times it marks a surface. The _explorer\u2019s chalk_ has 6 charges and regains 1d6 expended charges each dawn. When you touch it to a surface, you can expend 1 of its charges to create a mark that cannot be wiped away or obscured for 24 hours. While holding the chalk, you can use an action to become aware of the direction of the closest mark made with it as long as that mark is within 1 mile.\n\nIf you expend the _explorer\u2019s chalk\u2019s_ last charge, roll a d20\\. On a result of 5 or less, the chalk crumbles to dust. On a 20, the chalk regains its expended charges and its number of charges increases by 1.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "eye-of-elsewhere-a5e", "fields": {"name": "Eye of Elsewhere", "desc": "This gray stone orb is carved into the likeness and size of a disquietingly realistic human eye with a ruby iris. Once you have attuned to it you can use an action to set the eye in a gentle orbit around your head, 1d4 feet away from you. Another creature may use an action to try and take an orbiting eye, but must make a melee attack against AC 24 or make a DC 24 Dexterity (Acrobatics) check. The eye\u2019s AC is 24, it has 30 hit points, and resistance to all damage. While orbiting your head, it is considered a worn item. You can use an action to seize and stow the eye, returning it to an inert and inactive state. \n\nWhile the eye is actively orbiting your head, your Intelligence score increases by 2 (to a maximum of 22), you gain an expertise die on Intelligence checks and Perception checks, and you cannot be _surprised_ or _blinded_ . \n\n_**Innate Arcane Eye.**_ While the eye orbits your head, you know and can innately cast _arcane eye_ without expending a spell slot or the need for material components.\n\n_**Shared Paranoia.**_ After you have attuned to the eye and it has been and active for 24 hours, you develop a paranoia that persists as long as it remains active. While paranoid you have _disadvantage_ on Insight checks and you are considered roughing it if you sleep in the same room or tent as another humanoid creature. \n\n_**Sentience.**_ The eye is a sentient construct with Intelligence 20, Wisdom 15, and Charisma 8\\. It cannot hear, but has blindsight and darkvision to a range of 60 feet. The eye communicates with you and other creatures within 60 feet telepathically and can read, speak, and understand Abyssal, Common, Deep Speech, and Undercommon.\n\n_**Personality.**_ The eye of elsewhere contains the soul of something utterly alien to humanoid perceptions, betrayed and plunged into a constrained form. It is constantly paranoid and convinced that some worse fate could befall it at any moment. Once attuned it will try to learn everything and anything you know, especially secrets. If you are forthcoming with information the eye grows to trust you, but can be brought into conflict if you withhold any information. When in conflict the eye shuts and you no longer gain any of the eye\u2019s benefits or properties except for Shared Paranoia. The eye only opens again if you divulge an important secret or the information initially withheld. \n\n_**Destroying the Eye.**_ The eye is unbreakable but it has the power to implode and disintegrate itself. Success on a DC 28 Deception check convinces the eye that some horrifying and frightening threat is inevitably soon to befall it. Rather than accept its fate, the eye destroys itself and blinks out of existence. On a failed check, the creature permanently loses the eye\u2019s trust and the eye will never attune to it or be convinced by its Deception checks.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Legendary", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "eyes-of-charming-a5e", "fields": {"name": "Eyes of Charming", "desc": "These framed lenses are worn over the eyes and contain 3 charges. You can use an action to expend 1 charge and cast the __charm person_ spell (save DC 13). Both you and the target must be able to see each other. The lenses regain all expended charges at dawn.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "eyes-of-minute-seeing-a5e", "fields": {"name": "Eyes of Minute Seeing", "desc": "These wire-framed lenses are worn over the eyes and enhance your vision within 1 foot. You gain _advantage_ on any sight-based Investigation checks made to study an object or area within that range", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "eyes-of-the-eagle-a5e", "fields": {"name": "Eyes of the Eagle", "desc": "These wire-framed lenses fit over the eyes and grant you _advantage_ on sight-based Perception checks. When visibility is clear you can make out fine details at extreme ranges, easily discerning creatures and objects as small as 2 feet across.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "faerie-love-letter-a5e", "fields": {"name": "Faerie Love Letter", "desc": "This miniature private correspondence, which smells of floral perfume, is proof of a particularly scandalous dalliance between two noble fey which you can exploit for a favor. While attuned to the letter you can whisper the command word to cast either __druidcraft_ or mending. You can\u2019t do so again until you finish a _long rest_ .\n\nAlternatively, you can use an action to summon a Tiny faerie (AC 15, HP 1, Speed fly 30 ft., spell save DC 12). The faerie is _charmed_ by you and acts immediately, casting one of the following spells as directed: __faerie fire , healing word ,_ or __hideous laughter ,_ after which it acts to preserve its own life and will only take the Dodge or Hide actions. If the faerie dies in your service the letter loses its power, but you retain the proof of their misconduct. Otherwise the faerie disappears after 1 minute, taking its love letter with it.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "family-scrapbook-a5e", "fields": {"name": "Family Scrapbook", "desc": "This scrapbook contains the legacy of campaigns undertaken by adventurers in days past. When in need of advice, you can open the leather-bound tome and spend 1 minute looking for a similar situation. Roll a d10 and on a 7 or higher, you learn one fact relevant to the situation. On a failure, you instead learn one fact or piece of advice that is irrelevant to the situation (such as \u201c_a group of tigers is called an ambush_,\u201d or \u201c_you should eat more leafy greens_\u201d). Once you have used this feature, you cannot do so again until you finish a _long rest_ .\n\nAlternatively, you can use a bonus action to rapidly find one tale of questing relevant to your situation and rip it out of the book. Choose one 1st-level spell that has a casting time of 1 action from any class spell list. Before the end of your next turn, you can cast this spell without the need for material components. After a page is torn from the tome in this way, it becomes a mundane scrapbook.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "fan-of-whispering-a5e", "fields": {"name": "Fan of Whispering", "desc": "This fan is painted with the image of a woman\u2019s face breathing a gust of wind across a countryside. While holding this fan in front of your lips, you can communicate at a whisper to someone within 100 feet of you that you can see, without being detected by anyone else around. The fan does not grant the ability to reply to your messages.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "fathomers-ring-a5e", "fields": {"name": "Fathomer\u2019s Ring", "desc": "This ring reeks of muck dredged from the ocean floor. While you wear it, you automatically know the depth of any body of water you can see.\n\nAs an action, you can cause one submerged, unattended object up to Huge size to rise to the surface of the water at a rate of 500 feet per round. You don\u2019t need to be able to see the object you affect, but you must be familiar with it or at least possess a general description of it. Once the object reaches the water\u2019s surface, it floats there for 1 hour or until you use another action to return it to its resting place. Once you\u2019ve used the ring in this way, it loses its magic and becomes a mundane item.", "document": 39, "page_no": null, "type": "Ring", "rarity": "Common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "feather-token-a5e", "fields": {"name": "Feather Token", "desc": "This small silver charm resembles a feather. Many types of feather tokens exist with different effects. The Narrator chooses or randomly determines the type of feather token found by rolling d100\\. \n\n__**Table: Feather Token**__\n| **d100** | **Cost** | **Token** |\n| -------- | ---------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |\n| 1\u201320 | 550 gold | **Anchor.** You can use an action to touch the token to a boat, ship, or other water vehicle. The vessel cannot be moved by any means for the next 24 hours. You can repeat the action to end the effect. When the effect ends, the token becomes a mundane item. |\n| 21\u201335 | 850 gold | **Boat.** You can use an action to toss the token onto a body of water at least 60 feet in diameter. The token transforms into a 50-foot long, 20-foot wide boat. The boat needs no propulsion and moves at a speed of 6 miles per hour, requiring no skill to operate. You can use an action to direct the boat to turn up to 90 degrees. Up to 32 medium creatures and their equipment can travel comfortably on the boat (Large creatures count as 4 creatures and Huge creatures count as 8 creatures). The boat remains for up to 24 hours before disappearing. You may spend an action to dismiss the boat. |\n| 36\u201350 | 1,000 gold | **Bird.** You can use an action to toss the token nearby where it transforms into a _roc_ . The bird obeys simple commands, though it will not attack, and can fly 16 miles an hour for up to 6 hours while carrying up to 500 pounds, or at half that speed while carrying up to 1,000 pounds. The roc disappears after flying its maximum distance or when reduced to 0 hit points. You may spend an action to dismiss the roc. |\n| 51\u201365 | 550 gold | **Fan.** While on a wind-powered vessel, you can use an action to toss the token into the air where it transforms into a massive flapping fan or palm frond, creating enough wind to power the vessel or increase its speed by 5 miles per hour for up to 8 hours. When the effect ends, the token disappears. You may spend an action to dismiss the fan. |\n| 66\u201390 | 550 gold | **Tree.** While outside, you can use an action to toss the token onto an unoccupied patch of ground where it erupts into a nonmagical living oak tree. The tree is 80 feet tall and has a 5-foot diameter trunk with a branch spread of up to 20 feet. |\n| 91\u2013100 | 700 gold | **Whip.** You can use an action to toss the token to a point that you can see within 10 feet. The token transforms into a floating whip that you can command by using a bonus action, making it move up to 20 feet and attack a creature up to 10 feet away from it. The whip has an attack bonus of +10 and deals 1d6+6 force damage. The whip vanishes after 1 hour, when you die, or when you use an action to dismiss it. |", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "fellow-candlestick-a5e", "fields": {"name": "Fellow Candlestick", "desc": "This golden candlestick is sentient but will only light when held by someone it is friendly with\u2014perhaps that someone is you. Whether or not the candlestick will accept you as an ally is at the Narrator\u2019s discretion, though it is highly recommended to keep it well-polished and speak to it once per day to encourage a long-lasting friendship. Once you have befriended the candlestick you are able to attune to it. \n\nWhile you are attuned to the candlestick, you can use a bonus action to politely ask it to light itself or extinguish its flame. If another force extinguishes its flame, the candlestick relights itself at the start of your next turn unless told otherwise. \n\n_**Hydrophobic.**_ The candlestick does not like exposure to water or having its candle replaced, and when either occurs it stops functioning for you until you make a DC 14 Persuasion check to earn its forgiveness.\n\n_**Sentience.**_ The candlestick is a sentient construct with Intelligence 14, Wisdom 10, and Charisma 18\\. It has hearing and darkvision to a range of 120 feet. The candlestick communicates with you telepathically and can speak and understand Common, Dwarvish, Elvish, and Halfling. It cannot read (or perhaps it is simply disinterested in doing so).\n\n_**Personality.**_ The candlestick\u2019s purpose is to provide ample lighting for its wielder and snuff itself out should the cover of darkness be required. It is sympathetic to those in need of assistance but demands to be treated with a certain amount of respect and appreciation for its service.\n\n_**Destroying the Candlestick.**_ When reduced to 0 hit points, the candlestick pours its remaining heart and soul into creating one last burst of flames before becoming a mundane item. Each creature in a 10-foot-radius sphere centered on the candlestick must make a DC 14 Dexterity _saving throw_ . A target takes 4d6 fire damage on a failed save, or half as much damage on a successful one.\n\n**Fellow Candlestick Challenge 3**\n\n_Tiny construct_ 700 XP\n\n**Armor Class** 16 (natural armor)\n\n**Hit Points** 90 (12d4+60)\n\n**Speed** 10 ft.\n\n**STR DEX CON INT WIS CHA**\n\n13 (+1) 15 (+2) 20 (+5) 14 (+2) 10 (+0) 18 (+4)\n\n**Proficiency** +2; **Maneuver DC** 12\n\n**Damage Resistances** cold, lightning; bludgeoning, piercing, slashing from nonmagical weapons\n\n**Damage Immunities** fire, poison\n\n**Condition Immunities** _fatigue_ , _poisoned_ \n\n**Senses** darkvision 120 ft., passive Perception 10\n\n**Languages** Common, Dwarvish, Elvish, Halfling\n\n**_Immutable Form._** The candlestick is immune to any spell or effect that would alter its form.\n\nACTION\n\n_**Swiping Flame.**_ _Melee Weapon Attack_: +3 to hit, reach 5 ft., one target. _Hit:_ 1 bludgeoning damage plus 2 (1d4) fire damage and the target makes a DC 10 Dexterity _saving throw_ or catches fire, taking 2 (1d4) ongoing fire damage. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "figurine-of-shared-affliction-a5e", "fields": {"name": "Figurine of Shared Affliction", "desc": "This small wooden figurine was crafted as a special totem used by a healer whose magic allowed him to absorb other people's afflictions into his own body. The item changes shape, taking on your rough appearance when you attune to it. While carrying the figurine on your person, you have _advantage_ on the first Medicine check you make to treat a disease or poison. Only one creature per day can use the figurine in this manner. When you successfully treat an affliction, the figurine takes on a sickly visage as it absorbs the disease or poison. The _figurine of shared affliction_ grants no benefits until it returns to its normal appearance at the end of your next _long rest_ .\n\nWhen you would be reduced to 0 hit points, you can use your reaction to relive the last memory of the healer who created the totem, in which they gave their life to absorb a deadly illness that infected their kin. When this happens, for the next minute you have _advantage_ on death saves. The figurine shows the effects of the attacks you\u2019ve suffered in gruesome detail before reverting to a featureless wooden carving and forever losing its magic.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "figurine-of-wondrous-power-a5e", "fields": {"name": "Figurine of Wondrous Power", "desc": "These small, palm-sized figurines of various animals run the entire gamut of artistic skill\u2014some sculpted down to the last hair of detail and some looking more like the product of carvings by a drunkard.\n\nThe specifics of these figurines vary but they all work in essentially the same way: if you use an action to speak the appropriate command word and throw the figurine at a point within 60 feet, it transforms into a living creature the color of its original material. If the chosen space is occupied (either by creatures or non-living obstacles) the figurine does not transform.\n\nThe resulting creature is friendly to you and your companions, with a notable exception listed below. It understands any language you can speak and follows your verbal commands. When not carrying out a task, the creature defends itself but does not otherwise act.\n\nEach creature stays transformed for a specific duration, detailed in its individual entry. At the end of this duration, the creature turns back to its inanimate form. It also reverts early if it drops to 0 hit points or if you use an action to speak the command word while touching it. Once it has reverted to its figurine form, it cannot transform again for a duration specific to each creature, as detailed in its entry.\n\n---\n\n__**Table: Figurine of Wondrous Power**__\n| **Figurine** | **Rarity** | **Cost** | **Crafting Components** | **Property** |\n| ---------------------- | ---------- | --------- | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |\n| **Bronze Griffin** | Rare | 5,000 gp | Griffon feather | This bronze figurine is of a griffon in an aggressive posture. It can become a _griffon_ for 6 hours, after which it cannot be used again for 5 days. |\n| **Ebony Fly** | Rare | 5,000 gp | Vial filled with mundane flies | This ebony has been carved to look like a horsefly in flight. It can turn into a giant fly and be used as a mount for up to 6 hours, after which it cannot be used for 2 days. |\n| **Golden Lions** | Rare | 5,000 gp | Braid of lion\u2019s mane | These gold lion figurines are always created in pairs, but can be used both together or separately. Each can become a _lion_ for up to 1 hour, after which it can\u2019t be used for 7 days. |\n| **Ivory Goats** | Rare | 5,000 gp | Instrument made of goat horn | These statuettes are always created in threes, but are with different colors, poses, and abilities\u2014most commonly a white goat running, a red goat standing, and a black goat rampant. |\n| _**Goat of Travel.**_ | | | | _The goat of travel_ has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. When the charges run out it can\u2019t be used again until 7 days have passed, at which point it regains all charges. This goat takes the form of a large _goat_ , but uses the statistics of a _riding horse_ . |\n| _**Goat of Travail.**_ | | | | _The goat of travail_ becomes a Large _goat_ for up to 3 hours, after which it can\u2019t be used again for 30 days. |\n| _**Goat of Terror.**_ | | | | _The goat of terror_ becomes a Large goat for up to 3 hours. The goat can\u2019t attack, but you can remove its horns and use them as weapons. One horn becomes a _1 lance_ , and the other becomes a _2 longsword_ . Removing a horn requires an action and the weapons disappear when the goat reverts to figurine form. In addition, the goat radiates terror in a 30-foot radius while you are riding it. Any creature hostile to you that starts its turn in the area makes a DC 15 Wisdom _saving throw_ or becomes _frightened_ of the goat for 1 minute, or until the goat reverts to figurine form. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it successfully saves against the effect, a creature is immune to the goat\u2019s terror for the next 24 hours. After this figurine has been used, it can\u2019t be used again until 15 days have passed. |\n| **Marble Elephant** | Rare | 5,000 gp | Vial of elephant hairs | This hefty figurine is carved into the form of an elephant with a raised trunk. It can become an _elephant_ for up to 24 hours, after which it cannot be used for 7 days. |\n| **Obsidian Steed** | Very rare | 10,000 gp | Lock of hair from a nightmare\u2019s mane | This rearing horse statuette can become a _nightmare_ for up to 24 hours. It can be utilized as a mount, but fights only to defend itself. There is always a 5% chance per use that the steed ignores your orders, including commands that it return to figurine form. If you mount the steed during this time, it instantly teleports the two of you to a random location in Hell, whereupon it immediately reverts to figurine form. After this figurine has been used, it can\u2019t be used again until 5 days have passed. |\n| **Onyx Dog** | Rare | 5,000 gp | Collar worn by a dog for a year and a day | This onyx carving of a sitting dog can become a Medium-sized version of the dog depicted (usually a _mastiff_ ) for up to 6 hours. It has an Intelligence of 8 and can speak Common. It also has darkvision out to a range of 60 feet and can see _invisible_ creatures and objects within that range. After this figurine has been used, it can\u2019t be used again until 7 days have passed. |\n| **Serpentine Owl** | Rare | 5,000 gp | Gilded owl\u2019s feather | This serpentine statuette of an owl with spread wings can become a _giant owl_ for up to 8 hours, after which it can\u2019t be used again for 2 days. The owl can communicate with you via telepathy at any range as long as both of you are on the same plane |\n| **Silver Raven** | Uncommon | 500 gp | Gilded raven\u2019s feather | This silver raven statuette can become a mundane _raven_ for up to 12 hours. After this figurine has been used, it can\u2019t be used again until 2 days have passed. While it is in raven form, you can cast _animal messenger_ on it at will. |\n\n---\n\n**Giant Fly Challenge 0**\n\n_Large beast_ 0 XP\n\n**Armor Class** 11\n\n**Hit Points** 19 (3d10+3; bloodied 10)\n\n**Speed** 30 ft., fly 40 ft.\n\n**STR DEX CON INT WIS CHA**\n\n14 (+2) 13 (+1) 13 (+1) 2 (\u20134) 10 (+0) 3 (\u20134)\n\n**Proficiency** +2; **Maneuver** DC 12\n\n**Senses** darkvision 60 ft., passive Perception 10\n\n**Languages** \u2014", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "finder-gremlin-a5e", "fields": {"name": "Finder Gremlin", "desc": "This tiny ethereal silver goblinoid sits in a clamshell container along with a miniature cup of water and a single thin needle. When prompted with a bonus action, the gremlin uses the old cup and needle trick to try and find magnetic north, although it is not particularly good at this. Whenever the gremlin tries to find true north, roll a d10, and on a result of a 1 it gets confused, pointing in the exact opposite direction instead.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "fire-charm-a5e", "fields": {"name": "Fire Charm", "desc": "While wearing this charm you can use an action to light or extinguish a candle-sized flame within 5 feet, or you can break the charm to release its power, destroying it to activate one of the following effects.\n\n* **Cleanse:** Cast _lesser restoration ._\n* **Resist:** Cast __protection from energy_ (fire only).\n* **Scorch:** Cast __scorching ray_ at 3rd-level (+7 spell attack bonus).\n\n_**Curse.**_ Releasing the charm's power attracts the attention of an _efreeti_ who seeks you out to demand a gift.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "fizzy-lifter-a5e", "fields": {"name": "Fizzy Lifter", "desc": "This glass bottle contains a brown bubbly liquid and bears a winking wizard on the label. When you are _unconscious_ and have at least 1 hit point, if another creature forces you to sniff this powerful concoction you immediately wake up. \n\nAlternatively, when you consume this potion you are targeted by the __levitate_ spell (save DC 14) but are also comically bloated with bubbles, taking a \u22122 penalty to Constitution _saving throws_ for the duration.\n\n__Fizzy Lifter_ and __Fizzy Rocks_ \n\nIdeally the combination of these two confections should be left ambiguous but indescribably bad. It should be a \u201crelative of a friend of a friend died from it\u201d sort of legend and the Narrator should create any mad reactions that they feel are interesting. However, if an adventurer ignores the warning and consumes both items at once this optional effect may be used:\n\nWhen a creature consumes both _fizzy lifter_ and _fizzy rocks_ within a minute of each other, the arcane chemical reaction causes the effects of both items to end and a torrent of harmless foam to rocket out of the creature\u2019s mouth, propelling it in the opposite direction. Determine a direction randomly by rolling a d8\\. The creature is pushed 100 feet in that direction. This movement does not provoke _opportunity attacks_ . If it impacts a creature or object along this path it stops, is knocked _prone_ , and takes 23 (5d8) bludgeoning damage, dealing the same amount of damage to whatever it impacts. ", "document": 39, "page_no": null, "type": "Potion", "rarity": "Common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "fizzy-rocks-a5e", "fields": {"name": "Fizzy Rocks", "desc": "This paper packet bearing a winking wizard\u2019s face contains a dozen brightly colored sugary pebbles that fizz when eaten. When you consume a piece of this candy, you can use a bonus action to throw your voice to any point you can see within 60 feet, and your voice emanates directly from that point until the start of your next turn. This effect lasts for 1 hour.\n\nAlternatively, you can consume all 12 _fizzy rocks_ to cast __thunderwave_ as a 2nd-level spell (dealing 2d8 thunder damage; save DC 14). You are made an additional target of the spell when casting it in this way.\n\n__Fizzy Lifter_ and __Fizzy Rocks_ \n\nIdeally the combination of these two confections should be left ambiguous but indescribably bad. It should be a _\u201crelative of a friend of a friend died from it\u201d_ sort of legend and the Narrator should create any mad reactions that they feel are interesting. However, if an adventurer ignores the warning and consumes both items at once this optional effect may be used:\n\nWhen a creature consumes both _fizzy lifter_ and _fizzy rocks_ within a minute of each other, the arcane chemical reaction causes the effects of both items to end and a torrent of harmless foam to rocket out of the creature\u2019s mouth, propelling it in the opposite direction. Determine a direction randomly by rolling a d8\\. The creature is pushed 100 feet in that direction. This movement does not provoke _opportunity attacks_ . If it impacts a creature or object along this path it stops, is knocked _prone_ , and takes 23 (5d8) bludgeoning damage, dealing the same amount of damage to whatever it impacts. ", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "flame-tongue-a5e", "fields": {"name": "Flame Tongue", "desc": "While you are attuned to this magic sword, you can use a bonus action and speak its command word to make flames erupt from the blade, shedding bright light in a 40-foot radius and dim light for an additional 40 feet. While lit, attacks using the sword deal an extra 2d6 fire damage. The flames last until you use a bonus action to put them out or until you drop or sheathe the sword.", "document": 39, "page_no": null, "type": "Weapon", "rarity": "Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "flask-of-inebriation-a5e", "fields": {"name": "Flask of Inebriation", "desc": "This plain and rough old steel flask hides one's vices most inconspicuously. Any liquid poured into the flask instantly becomes intoxicating and remains so even if poured out of the flask. The flask has no effect on any form of magical liquids poured into it.\n\n \nThe flask has 2 charges and regains 1 charge each dawn. You can use an action to expend 1 charge, spraying a 10-foot cone that empties the flask of its contents. Creatures within the area make a DC 10 Constitution _saving throw_ or are _poisoned_ by the potent alcohol. At the end of each of its turns, a creature poisoned by the flask can repeat the saving throw, ending the effect on itself on a success. If you expend the last charge, roll a d20\\. On a result of 5 or less, the flask loses its potency and becomes a mundane item.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "flicker-dagger-a5e", "fields": {"name": "Flicker Dagger", "desc": "While you are attuned to and wielding this dagger, you can use a bonus action to summon a flickering illusion for 1 minute. Your flickering illusion shares your space, moves with you, and is treated as another enemy of the target for the purposes of the Sneak Attack feature, but it cannot be targeted with attacks and provides no penalties to creatures attacking you. Once you have used this property, you cannot do so again until you finish a _long rest_ .", "document": 39, "page_no": null, "type": "Weapon", "rarity": "Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "focusing-eye-a5e", "fields": {"name": "Focusing Eye", "desc": "This thumb-sized opal is carved to resemble an open eye. As an action, you can affix it to your forehead where it remains in place until you use another action to remove it. While you wear the eye, you gain an expertise die on Insight checks you make while speaking telepathically with another creature.\n\nThe eye has 3 charges and regains 1 charge each dusk. You can use an action to expend 2 charges and cast _detect thoughts_ on any creature with whom you have communicated telepathically during the last 24 hours, regardless of your distance from the creature. Alternatively, you can expend 3 charges to cast _clairvoyance_ centered on the creature\u2019s current location.\n\nWhen you expend the eye\u2019s last charge, it permanently affixes to your forehead but otherwise becomes a normal opal.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "folding-boat-a5e", "fields": {"name": "Folding Boat", "desc": "This dark wood box with nautical-themed carvings measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and always floats in water. Three command words control its functions as follows:\n\n* The first command word turns the box into a 10-foot long boat that is 4 feet wide and 2 feet deep. It comes equipped with one pair of oars, an anchor, a mast, and a lateen sail, and can hold up to 4 Medium creatures comfortably.\n* The second command word causes the box to unfold into a 24-foot long ship that is 8 feet wide and 6 feet deep. This ship has a deck, rowing seats, 5 sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. It can hold 15 Medium creatures comfortably.\n* A third command word causes the folding boat to revert to its original shape, provided that no creatures are aboard. Any objects in the vessel that can\u2019t fit inside the box remain outside and any objects that can fit inside do.\n\nWhen the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "fools-hat-a5e", "fields": {"name": "Fool's Hat", "desc": "This extraordinary hat comes to several points, each with a bell affixed to it. A number of times per day equal to your Charisma modifier, you can snap your fingers as an action and become _invisible_ . The invisibility lasts until the end of your next turn, and it ends early if you attack, deal damage, cast a spell, or force a creature to make a _saving throw_ . However, the sound of bells jingling means your location is always known if you use any movement.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "friendly-joybuzzer-a5e", "fields": {"name": "Friendly Joybuzzer", "desc": "This tin ring houses a small circular device with a red button. You have advantage on Sleight of Hand checks made to hide the _friendly joybuzzer_. Once you are attuned to this magic item, whenever a creature presses the button (even inadvertently through a handshake) for the next minute it becomes happier and friendlier towards you. For the duration, you gain an expertise die on Charisma checks against the creature. If the creature sees the joybuzzer being used or recognizes it as a magical item, it immediately realizes that you used magic to influence its mood and may become hostile toward you. \n\nAlternatively, once you are attuned to this magic item, while you are shaking hands with a creature you can choose to destroy the _friendly joybuzzer_. Make a melee spell attack with _advantage_ , using your highest mental ability score as your spellcasting ability score. On a successful hit, you target the creature as if you had cast __shocking grasp_ , treating each damage die as if you had rolled the maximum amount.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "frost-brand-a5e", "fields": {"name": "Frost Brand", "desc": "When exposed to freezing temperatures the blade of this magic sword sheds _bright light_ in a 10-foot radius and _dim light_ for an additional 10 feet. While you are attuned to the sword, attacks using it deal an extra 1d6 cold damage and you gain resistance to fire damage. Once per hour, when you draw the sword you can choose to extinguish all nonmagical flames within 30 feet. ", "document": 39, "page_no": null, "type": "Weapon", "rarity": "Very Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "frost-giants-plate-a5e", "fields": {"name": "Frost Giant\u2019s Plate", "desc": "With only a thought you can make this fist-sized ball of jagged ice expand to encase your body in a frigid suit of plate armor constructed out of solid black ice. As a bonus action, you can reduce the armor to a 5 pound ball of ice which never melts, or expand the ice back into the suit of armor. While wearing this plate armor you gain a +2 bonus to Armor Class, resistance to cold damage, and once per day you can double your size (as the _enlarge/reduce_ spell) for 10 minutes.", "document": 39, "page_no": null, "type": "Armor", "rarity": "Very Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "gallow-hand-a5e", "fields": {"name": "Gallow Hand", "desc": "This grisly trophy is the hand of a person hung at the gallows, dipped in wax rendered from their own fat and wicked with their own hair. The fingers of this strange and complicated remnant of a malcontent can be lit just like a normal candle to shed _bright light_ in a 5-foot radius and dim light for a further 10 feet. The light shed by a _gallow hand_ is only visible to its holder and is completely _invisible_ to all other creatures.\n\nAlternatively, all five fingers of the hand can be lit as an action. If the hand is lit in this way, it sheds bright light in a 10-foot radius and dim light for a further 20 feet. This light is _invisible_ to the holder but visible to all other creatures. Any creature other than the holder that enters this area of light for the first time on its turn or starts its turn there must make a DC 13 Wisdom _saving throw_ or become _charmed_ . While charmed, a creature\u2019s Speeds are reduced to 0 until the start of its next turn. Once lit in this way the _gallow hand_ burns for 1 minute, after which it deteriorates into a molten nub.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "gauntlet-of-dominion-a5e", "fields": {"name": "Gauntlet of Dominion", "desc": "This supple leather gauntlet covers the wearer\u2019s left arm up to the elbow and has scenes of small humanoids being subjugated depicted in bone fragments along its length.\n\nAs an action, you can hold out your left hand and issue a single order from the list below. Choose up to 10 humanoids that can hear you. The chosen creatures must make a DC 14 Wisdom _saving throw_ or follow your choice of the following orders for the next minute:\n\n* _**Acclaim.**_ Affected creatures fall _prone_ and offer up a constant stream of praise, preventing them from casting spells with a vocalized component or using any abilities that require speech.\n* _**Disarm.**_ Affected creatures discard any melee or ranged weapons they have on their person and will not touch a weapon while this ability is active.\n* _**Follow.**_ Affected creatures use their full movement to move towards you, stopping when they are within 5 feet.\n\nThe ability has no effect if the target is undead or doesn\u2019t understand your language, or if attempting to follow your command is directly harmful to it. In addition, any damage dealt to a creature ends the effect on it.\n\nOnce you have used this property three times, it cannot be used again until you have finished a _short or long rest_ .\n\n_**Curse.**_ Using this item draws the attention of a _glabrezu_ , who may seek you out for its own purposes.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Very Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "gauntlets-of-ogre-power-a5e", "fields": {"name": "Gauntlets of Ogre Power", "desc": "Wearing these gauntlets increases your Strength score to 19\\. They have no effect if your Strength is equal to or greater than 19.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "gauntlets-of-summer-a5e", "fields": {"name": "Gauntlets of Summer", "desc": "These finely crafted gold-embossed white leather gauntlets are shaped to mimic the hooves of a stag. While wearing these gauntlets, your weapon attacks count as both silver and magical for the purpose of overcoming resistance and immunity to attacks and damage.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "gem-of-brightness-a5e", "fields": {"name": "Gem of Brightness", "desc": "This prism has 50 charges. While you are holding it, you can speak one of three command words to cause one of the following effects:\n\n* The first command word can be used as a bonus action to cause the gem to shed _bright light_ in a 30-foot radius and _dim light_ for an additional 30 feet. This effect doesn\u2019t expend any charges and lasts until you repeat the first command word or use one of the other two.\n* The second command word requires an action and expends 1 charge, causing the gem to fire a brilliant beam of light at one creature you can see within 60 feet. The creature makes a DC 15 Constitution _saving throw_ or becomes _blinded_ for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n* The third command word requires an action and expends 5 charges, causing the gem to flare with blinding light in a 30-foot cone. Each creature in the area makes a DC 15 Constitution _saving throw_ or becomes _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\nWhen all of the gem\u2019s charges are expended it loses all magical properties, becoming a mundane jewel worth 50 gold.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "gem-of-seeing-a5e", "fields": {"name": "Gem of Seeing", "desc": "This gem has 3 charges and regains 1d3 charges each dawn. You can use an action to speak the gem\u2019s command word and expend 1 charge. For the next 10 minutes, you have truesight to a range of 120 feet when you peer through the gem.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "ghost-metal-axe-a5e", "fields": {"name": "Ghost Metal Axe", "desc": "While you are attuned to and wielding this extremely light axe, you are able to see 20 feet into the Ethereal Plane and use it to make melee weapon attacks against creatures on the Ethereal Plane. If you are on the Ethereal Plane, you are able to see 20 feet into the Material Plane and use the axe to make melee weapon attacks against creatures on the Material Plane.\n\nIn addition, once per turn when you take the Attack action, you can strike at an undead possessing another creature, forcing it to make a Wisdom _saving throw_ (DC 8 + your proficiency bonus + your Charisma modifier) or exit the possessed creature.", "document": 39, "page_no": null, "type": "Weapon", "rarity": "Very Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "giant-slayer-a5e", "fields": {"name": "Giant Slayer", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon, and it deals an extra 2d6 damage against giants (including any creature with the giant type, such as _ettins_ and _trolls_ ). In addition, when the weapon deals damage to a giant, the giant makes a DC 15 Strength _saving throw_ or falls _prone_ .", "document": 39, "page_no": null, "type": "Weapon", "rarity": "Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "glamoured-padded-leather-a5e", "fields": {"name": "Glamoured Padded Leather", "desc": "While wearing this armor your Armor Class increases by +1, and you can use a bonus action to make the armor appear to be any normal set of clothing or other kind of armor. The illusion allows you to choose the details of its appearance, and it lasts until you remove the armor or use the property again.", "document": 39, "page_no": null, "type": "Armor", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "glass-ring-a5e", "fields": {"name": "Glass Ring", "desc": "Though glass is expensive and not found in all buildings, breaking a window is a common aspect of burglary\u2014a dangerous part if there are guards to worry about. As a bonus action, you can expend 1 charge to make the hand and arm wearing the ring pass through a single pane of glass for 2d4 + 2 rounds. Objects that you hold in that hand also pass through the glass. If your hand or arm are still through the glass at the end of the duration, you take 1d10 slashing damage as the glass breaks. \n\nAlternatively, when you hit a creature made of glass or crystal with a melee attack using the hand wearing the ring, you can command the ring to shatter. The hit deals an additional 2d8 damage.\n\nThe ring has 2 charges and regains 1 charge each dawn. If you expend the last charge, roll a d20\\. On a result of 5 or less, the ring loses its magic and becomes a mundane item.", "document": 39, "page_no": null, "type": "Ring", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "glasses-of-rodentius-a5e", "fields": {"name": "Glasses of Rodentius", "desc": "These round glasses have a thin black metal frame and lenses that softly shimmer green. Engraved into the arms are very subtle rodents arranged into a helix. While you are wearing the glasses, you can see the paths that rodents have traveled in the last two days. The paths appear as shimmering green lines that reach upwards. The sooner a rat has traveled the path, the brighter the trail appears. When observed under the effects of __detect magic ,_ a small spectral rat crawls off of the glasses and squeaks. \n\nAlternatively, you can use an action to snap the glasses in half and cast _charm monster_ (save DC 13) on up to 10 rats you can see within range. Unlike normal, the duration of the spell is reduced to 1 minute.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "gloam-bread-a5e", "fields": {"name": "Gloam Bread", "desc": "Available from the few merchants who reside around the city\u2019s market square, these dark, dense bread rolls are incredibly filling, but leave an unpleasant, greasy taste in your mouth\n\nEach piece of Gloam Bread is considered one Supply. When consumed, you have _advantage_ on Wisdom _saving throws_ against the Fellspire Gloaming challenge for 24 hours.\n\nIn addition, you can make a DC 16 Wisdom _saving throw_ , reducing your _strife_ by one level on a success. Once a creature reduces its strife in this way it cannot do so again until it has had a _long rest_ .", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "glorys-glaive-a5e", "fields": {"name": "Glory\u2019s Glaive", "desc": "A red sash with gold trim adorns the haft of this glaive, the steel head of which is always polished to a mirror shine. The counterweight is made of brass and resembles a snarling lion, giving the weapon a regal appearance that belies its prideful, capricious nature.\n\nThis glaive\u2019s blade is dull, and cannot be sharpened by any whetstone, causing it to deal only 1d6 bludgeoning damage on a hit. As a bonus action, you can attempt to flatter the weapon with a DC 13 Persuasion check. On a failure, you take 1d4 psychic damage that cannot be reduced or negated. On a success, the blade becomes sharp for 10 minutes. While sharp, it deals 1d12 slashing damage, grants +1 to _attack and damage rolls_ made with it, and gains the flamboyant property. If it\u2019s used in inglorious ways, such as for the execution of an unarmed foe or being used to cut down brush, it will immediately turn dull and refuse to become sharp until properly placated, as determined by the Narrator.\n\nYou can forgo your journey activity to spend time polishing, admiring, or training with _glory\u2019s glaive_ to gain a bonus equal to your Proficiency bonus on Persuasion checks to flatter it for the next 24 hours.\n\n**_Escalation._** If you strike the killing blow in battle with a mighty or storied foe (as determined by the Narrator) with _glory\u2019s glaive_, its ego can grow a maximum of twice. When its ego grows, its bonus to _attack and damage rolls_ increases by +1, the DC to flatter it increases by 3, and the psychic damage taken on a failure increases by 1d4.", "document": 39, "page_no": null, "type": "Weapon", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "glove-of-swift-return-a5e", "fields": {"name": "Glove of Swift Return", "desc": "While you are attuned to and wearing this crimson glove, any weapon you throw returns to your gloved hand immediately after it hits or misses the target.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "gloves-of-missile-snaring-a5e", "fields": {"name": "Gloves of Missile Snaring", "desc": "While wearing these gloves, when you are hit by a ranged weapon attack you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier, as long as you have a free hand. If the damage is reduced to 0, you can catch the missile if it is small enough to be held in that hand.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "gloves-of-swimming-and-climbing-a5e", "fields": {"name": "Gloves of Swimming and Climbing", "desc": "While wearing these gloves you gain the following benefits:\n\n* Climbing and swimming don\u2019t cost extra movement.\n* +5 bonus to Athletics checks made to climb or swim.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "goblin-mask-a5e", "fields": {"name": "Goblin Mask", "desc": "Your vision shifts into a sickly yellow tint. Your muscles tense up and contract inside you, made twitchy as new sensory information floods your brain. You gain the following benefits and powers while wearing the _goblin mask_:\n\n**_Darkvision_.** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light.\n\n_**Goblin Tongue**_. You can speak, read, and write Goblin as a language.\n\n_**Nimble Escape.**_ This mask has 5 charges. While wearing it, you can use an action to expend 1 of its charges to take the Disengage or Hide action as a bonus action during your turn. The mask regains 1d4 + 1 charges daily at sunrise. If you expend the mask\u2019s last charge, roll a d20\\. On a 1, the mask shrivels away and is destroyed.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Very Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "goggles-of-night-a5e", "fields": {"name": "Goggles of Night", "desc": "While wearing these goggles, you gain darkvision to a range of 60 feet, or increase your existing darkvision by 60 feet.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "golden-chain-shirt-a5e", "fields": {"name": "Golden Chain Shirt", "desc": "While wearing this incredibly light chain shirt your AC equals 14 + your Dexterity modifier. If you have the Unarmored Defense feature, you can also add half your Wisdom modifier to your armor class, and wearing this armor does not interfere with the Adept Speed feature.\n\nOnce per day when you take a critical hit, you can use your reaction to make the golden chain shirt _blind_ your attacker. The creature makes a DC 16 Constitution _saving throw_ or is blinded for 1 minute. At the end of each of its turns, the blind creature makes another saving throw, ending the effect on itself on a success.\n\nIn addition, your Strength increases to 17, you have _advantage_ on Strength saving throws and ability checks, and your Carrying Capacity is determined as if your size is Gargantuan (8 times as much as normal).", "document": 39, "page_no": null, "type": "Armor", "rarity": "Legendary", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "gong-of-alarm-a5e", "fields": {"name": "Gong of Alarm", "desc": "As an action, you can cast the __alarm_ spell through this brass gong. When cast this way, the spell\u2019s duration becomes 1 month. The gong can\u2019t be used to cast _alarm_ again while the spell is active and for 24 hours thereafter.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "gossip-earring-a5e", "fields": {"name": "Gossip Earring", "desc": "The days of wondering what the socialites across the room are chatting about have come to an end! This brass earring is sculpted into the shape of whispering maidens. Whenever a creature says your name while within 100 feet the earring activates, transmitting the creature\u2019s words as a hushed whisper into your ears until it has gone at least 1 minute without saying your name.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "gram-the-sword-of-grief-a5e", "fields": {"name": "Gram, the Sword of Grief", "desc": "This longsword gleams with gold ornamentation, though the blade is a strange brown color. While you are attuned to Gram, you gain the following benefits:\n\n* You gain a +3 bonus to _attack and damage rolls_ made with this magic sword.\n* While you are attuned to the sword and use it to attack a dragon, on a hit it deals an extra 3d6 slashing damage. If you use it to attack a humanoid, on a hit it deals an extra 2d8 poison damage.\n\n### Lore\n\nSword of the legendary hero Sigurd Sigmundsson, it was originally won by his father Sigmund when the god Odin approached him in disguise at a wedding feast. Odin thrust the sword it into a tree and proclaimed that anyone who pulled it from the tree would receive the sword itself as a gift, and that none had ever borne a finer blade. Sigmund drew it, only for Odin to eventually break the blade after he had used it in several battles. The two halves were bequeathed to his son, Sigurd.\n\n_Gram_ was reforged by the dwarf Regin for Sigurd in order to slay Regin\u2019s brother, the wizard-turned-dragon, Fafnir, and reclaim a cursed treasure. Sigurd proofed the blade on Regin\u2019s own anvil, breaking the blade again, and then again after a second forging. Finally, on the third time, it split the anvil in half with a single stroke. Sigurd later killed Fafnir by hiding in a ditch and thrusting upwards into the drake\u2019s unprotected belly. The ditch carried away most of the dragon\u2019s burning, poisonous blood but _Gram_, as well as Sigrud\u2019s arm up to the shoulder, were bathed in it, and a portion of that venomous malice remains in the sword. Though Sigurd\u2019s eventual tragic end had more to do with a cursed ring he stole from the dragon\u2019s hoard than _Gram_, it is nevertheless known as the Sword of Grief.", "document": 39, "page_no": null, "type": "Weapon", "rarity": "Legendary", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "grappling-gun-a5e", "fields": {"name": "Grappling Gun", "desc": "This device resembles a crossbow with a grappling hook fixed onto a spear that emerges from the front of it. You can use an action to fire it at a perch within 120 feet\u2014a crux of tree boughs, the corner of a building, the top of a street light, a cluster of rocks across a chasm\u2014and make a ranged weapon attack roll against AC 13\\. On a successful hit the device\u2019s grappling hook affixes itself to the perch and you can use a bonus action to retract the line, moving to a square adjacent to the grappling hook. When you are within 10 feet of the grappling hook you can use a reaction to return it to the _grappling gun_. \n\nA _grappling gun_ that has its line obstructed by another creature or broken (AC 20, 20 hit points) becomes inoperable until it is reloaded with an action. \n\nIn addition, you can fire the _grappling gun_ as an attack against a creature (range 60/120 ft.), dealing 1d4 bludgeoning damage. On a hit the creature makes a DC 10 Strength _saving throw_ or is knocked _prone_ .", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Very Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "green-scale-shield-a5e", "fields": {"name": "Green Scale Shield", "desc": "While you hold this shield, you have _resistance_ to poison damage.", "document": 39, "page_no": null, "type": "Armor", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "gremlin-translator-a5e", "fields": {"name": "Gremlin Translator", "desc": "This Tiny ethereal orange goblinoid sits inside a decorative silver earring. The gremlin speaks Common and has limited knowledge of all other known languages, able to understand and translate the following phrases regardless of what language they are spoken in:\n\n* Excuse me\n* Please\n* Yes\n* No\n* Where is the privy?\n\nWhen prompted the gremlin provides you with the correct translation of any of those phrases in any language. It can also attempt to translate anything spoken or written in any language, however it only recognizes the words that comprise the above phrases.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "guide-to-respecting-social-mores-a5e", "fields": {"name": "Guide to Respecting Social Mores", "desc": "This small, rather dry book contains instructions on etiquette and proper behavior. Its hidden and most useful purpose is to scream loudly to create a distraction whenever its carrier is subjected to unwanted social interactions.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "hair-fuses-a5e", "fields": {"name": "Hair Fuses", "desc": "These small wicks and glued strips powdered with gunpowder are worn in the hair, usually at the ends of long braids or in a voluminous beard. You can use an action or bonus action to light these fuses, rolling 1d12\\. On a 12, the fuses all ignite at once and you take 1d6 fire damage. Otherwise they burn for 1 minute and give you advantage on Charisma (Intimidation) checks, but _disadvantage_ on all other Charisma checks", "document": 39, "page_no": null, "type": "Other", "rarity": "Common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "hammer-of-thunderbolts-a5e", "fields": {"name": "Hammer of Thunderbolts", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic maul. This weapon can only be attuned to when you are wearing a __belt of giant strength_ and __gauntlets of ogre power ._ The attunement ends if you remove or change attunement away from either of those items. \n\nWhile you are attuned to this weapon and holding it:\n\n* Your Strength score increases by 4 (and can exceed 20, but not 30).\n* When you make an attack roll with this weapon against a giant and roll a natural 20, the giant makes a DC 17 Constitution _saving throw_ or dies.\n\nYou can expend 1 charge and make a ranged weapon attack with the maul with a normal range of 20 feet and a maximum range of 60 feet. On a hit, the maul unleashes a thunderclap heard from up to 300 feet away. The target and every creature within 30 feet of it make a DC 17 Constitution _saving throw_ or become _stunned_ until the end of your next turn.\n\n \nThe maul has 5 charges and regains 1d4+1 charges each dawn.", "document": 39, "page_no": null, "type": "Weapon", "rarity": "Legendary", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "hamper-of-gwyddno-garanhir-and-knife-of-llawfrodedd-the-horseman-a5e", "fields": {"name": "Hamper of Gwyddno Garanhir & Knife of Llawfrodedd the Horseman", "desc": "You can use an action to cast _create food and water_ by putting 1d4 _Supply_ into this large wooden basket or using this cutting knife to prepare a 1d4 Supply. You cannot use food created in this way to activate either of these magic items.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "hand-of-the-night-a5e", "fields": {"name": "Hand of the Night", "desc": "Thin ridges of ivory trace the fingers of this supple leather glove, yet they never restrict the movement or flexibility of the hand. While wearing this glove, you can cause an object held in your hand to turn _invisible_ , provided it weighs 5 pounds or less. The object remains invisible until you let go of it or end the effect as a free action. If you make an attack with an invisible weapon that has the finesse property, the attack doesn\u2019t trigger any reactions unless the creature making the reaction can perceive invisible objects.\n\nAdditionally, if you are in _dim light or darkness_ , you can turn invisible as an action. You remain invisible for 10 minutes or until you use movement or take any actions or reactions.\n\n_**Curse.**_ While in sunlight, your skin appears gray and veiny, your face is gaunt, and your eyes turn hollow, pale, and milky, giving you an unsettling demeanor. The exact effects of this appearance can vary broadly depending on who\u2019s around to see it, often imposing disadvantage on Charisma checks or even outright hostility. Additionally, while in sunlight you make any _saving throws_ with a \u20132 penalty.\n\n_**Escalation.**_ This glove\u2019s true powers open up when, through subtlety and subterfuge, you steal something greater than just objects. This could mean stealing a soul away from death, stealing victory from the jaws of defeat, or something even more unusual. The first time you perform such a feat, the glove gains 3 charges that replenish each dawn. Additionally, each time you trigger the escalation you can choose from one of the following benefits, each of which cost 1 charge to use.\n\n\u2022 You can cast disguise self without expending a spell slot, and Charisma is your spellcasting ability for this effect. You can\u2019t do so again until the next dawn. \n\u2022 For 1 minute you can use movement while benefiting from this glove\u2019s invisibility. \n\u2022 If you take an action or reaction while benefiting from this glove\u2019s invisibility, you can instead become visible at the start of your next turn.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "handy-halter-a5e", "fields": {"name": "Handy Halter", "desc": "This noosed strap (also known as the Halter of Clydno Eiddyn as it was long stapled to the foot of his bed) has 3 charges. While holding it, you can use an action and expend 1 charge to cast the __find steed_ spell from it. The rope regains 1d3 expended charges daily at dawn.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "handy-haversack-a5e", "fields": {"name": "Handy Haversack", "desc": "This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds regardless of its contents.\n\nPlacing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again.\n\nFood or water placed in the bag immediately and permanently lose all nourishing qualities\u2014after being in the bag, water no longer slakes thirst and food does not sate hunger or nourish. In a similar fashion, the body of a dead creature placed in the bag cannot be restored to life by __revivify , raise dead ,_ or other similar magic. Breathing creatures inside the bag can survive for up to 2d4 minutes divided by the number of creatures (minimum 1 minute), after which time they begin to _suffocate_ .\n\nThe bag cannot hold any item that would not fit in a normal bag of its apparent size or any item with the Bulky quality. \n\nIf the bag is punctured, torn, or otherwise structurally damaged, it ruptures and is destroyed, and the contents are scattered throughout the Astral Plane.\n\nPlacing a _handy haversack_ inside another extradimensional storage device such as a _bag of holding_ or __portable hole_ results in planar rift that destroys both items and pulls everything within 10 feet into the Astral Plane. The rift then closes and disappears.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "harlequins-cards-a5e", "fields": {"name": "Harlequin's Cards", "desc": "This deck of cards has a series of cut-outs within each card. As an action, you can make a DC 12 Performance check to send the cards flying through your hands, creating the appearance that the cut-outs are moving to tell a story of your choice. If you are standing near a light source, the story is cast on a nearby wall through shadowplay.\n\nOn a failed check, the story\u2019s end is unsatisfying; if you fail by 5 or more, it takes a ghastly turn, ending in murder, betrayal, or gruesome death.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "harvest-a5e", "fields": {"name": "Harvest", "desc": "This seems like nothing more than a simple tool at first, rough at the handle and rusted at the edges, but the sickle\u2019s impossibly sharp and shining crescent blade reveals its true nature.\n\nYou gain a +3 bonus to attack and damage rolls made with this magic sickle. It has the following additional properties. \n\n_**Red Reaping.**_ Whenever you use _Harvest_ to reduce a living creature to 0 hit points, it absorbs that creature\u2019s soul and stores it within. _Harvest_ cannot store more than one soul in this way and the souls of any creatures you reduce to 0 hit points while a creature\u2019s soul is already contained within it are not affected by this property.\n\n_**Sow the Reaped.**_ You can use an action to strike the ground with the sickle and produce a blood clone using a creature\u2019s soul stored within _Harvest._ This blood clone appears in an unoccupied space adjacent to you and uses the statistics the creature had when it was alive, except it is both ooze and undead in addition to its other types. Blood clones formed in this way act immediately after you in initiative, and they obey your verbal commands to the best of their ability. Without such commands, the blood clone only defends itself. Once formed, a blood clone remains until destroyed or until 10 minutes pass, after which it dissolves into rotten offal and the trapped soul travels to whatever afterlife was intended for it.\n\n_**Only Life May Die.** Harvest_ has no effect on unliving creatures, and passes harmlessly through constructs and undead when it is used to attack them. \n\n_**Sentience.** Harvest_ is a sentient weapon with Intelligence 14, Wisdom 18, and Charisma 17\\. It sees and hears using your senses. _Harvest_ communicates with only you telepathically and can read, speak, and understand Common, Halfling, and Orc. It cannot communicate with a creature it is not attuned to.\n\n_**Personality.**_ This sickle originally had a much more benign purpose, created by a halfling archdruid to bring forth a new plant for each one harvested. When its creator was killed by an orcish warchief it became a weapon, and in her hands it grew to find a new purpose. It eventually convinced its bearer to sow what she reaped, and caused the very spirit and blood of those she had cut down to slaughter its orcish captors. _Harvest_ has come to believe that all people are inherently wicked and deserve death. It believes that real peace can only be achieved when the last mind capable of war and cruelty goes silent, leaving nothing but the plants and beasts. _Harvest_ tolerates people with a connection to nature but only if they are regularly giving it a chance to continue its \u201cculling\u201d. It whispers often of its great work, and begs you to enrich the earth\u2019s soil with blood that it spills. If you go more than 3 days without using Harvest to slay a sentient creature, you\u2019ll be in conflict with _Harvest_. When in conflict, any time you use the Sow the Reaped property the resulting blood clone ignores your verbal orders and attacks you to the best of its ability. If you are killed by the blood clone in this way, your soul is absorbed into _Harvest_. \n\n_**Destroying Harvest.**_ _Harvest_ is unbreakable but a person that has mastered nature can unmake it. With 24 hours worth of ritual work, any 20th level druid can deconstruct the weapon and return its tortured mind to the earth it was formed from, rendering _Harvest_ an inert mundane sickle made with a moonstone blade.", "document": 39, "page_no": null, "type": "Weapon", "rarity": "Legendary", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "hat-of-disguise-a5e", "fields": {"name": "Hat of Disguise", "desc": "While wearing this hat, you can use an action to cast __disguise self_ at will. The spell ends if the hat is removed.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "hat-of-grand-entrances-a5e", "fields": {"name": "Hat of Grand Entrances", "desc": "Step into the room and make a grand entrance! This top hat has embroidered figurines of trumpet players in full regalia. By speaking a command word, you can cause the figures to magically and loudly herald your arrival by trumpet blasts, followed by a speech announcing your name, titles, and any of your major accomplishments. You can alter this speech beforehand by giving any special instructions to the hat before speaking the command word. Once this hat has heralded an entrance it can\u2019t be used again for 10 minutes.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Common", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "headband-of-intellect-a5e", "fields": {"name": "Headband of Intellect", "desc": "Wearing this headband increases your Intelligence score to 19\\. It has no effect if your Intelligence is equal to greater than 19.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "heartbreaks-dagger-a5e", "fields": {"name": "Heartbreak's Dagger", "desc": "This delicate dagger, not much larger than a hatpin, features a curling silver cross-piece and a hilt wrapped in soft red leather. You gain a +1 to _attack and damage rolls_ with this weapon. On a critical hit, the target must make a Constitution _saving throw_ versus your maneuver DC. On a failure, it begins to bleed heavily, taking an additional 2d4 damage at the start of each of its turns. It can make another Constitution saving throw at the end of each of its turns, ending the effect on a success. This effect does not stack.", "document": 39, "page_no": null, "type": "Weapon", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "heavens-roof-ring-a5e", "fields": {"name": "Heaven's Roof Ring", "desc": "Awarded to those who have performed some great service to the cloud elves, this silver band of this ring is set with a flat gray stone etched with a wing. Once a day, you can spend an action to gain fly speed of 50 feet for 10 minutes, and once per day, as a reaction, you can cast _feather fall_ on yourself. While attuned, you are also fully acclimated to great heights and automatically succeed on checks against the effects of the _Elsenian Span_.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "helm-of-brilliance-a5e", "fields": {"name": "Helm of Brilliance", "desc": "This helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Gems removed from the helm crumble to dust. The helm loses its magic when all the gems are removed.\n\nWhile wearing this helm, you gain the following benefits:\n\n* You can use an action to cast one of the following spells (save DC 18) with the listed gem as its component: _daylight_ (opal), __fireball_ (fire opal), _prismatic spray_ (diamond), or _wall of fire_ (ruby). The gem is then destroyed.\n* If at least one diamond remains, the helm casts dim light in a 30-foot radius if at least one undead is within 30 feet. Any undead that starts its turn in the light takes 1d6 radiant damage.\n* If at least one ruby remains, you have resistance to fire damage.\n* If at least one fire opal remains, you can use an action to speak a command word and cause a weapon you are holding to erupt in flames, causing it to deal an extra 1d6 fire damage on a hit. The flames cast bright light in a 10-foot radius and dim light for an additional 10 feet. The flames last until you use a bonus action to speak the command word or you release the weapon.\n* Whenever you fail a _saving throw_ against a spell and take fire damage as a result, roll a d20\\. On a 1, light blazes from the remaining gems. Each creature within 60 feet other than you must succeed on a DC 17 Dexterity saving throw or take radiant damage equal to the number of gems in the helm. The helm and the remaining gems are then destroyed.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Very Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "helm-of-comprehending-languages-a5e", "fields": {"name": "Helm of Comprehending Languages", "desc": "While wearing this helm, you can use an action to cast __comprehend languages_ at will.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "helm-of-telepathy-a5e", "fields": {"name": "Helm of Telepathy", "desc": "While wearing this helm, you gain the following benefits:\n\n* You can use an action to cast _detect thoughts_ (save DC 13) at will. While maintaining _concentration_ , you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply with a bonus action while you are focused on it. If a creature successfully saves against this property, it becomes immune to it for 24 hours.\n\nOnce between _long rests_ , while focusing on a creature with _detect thoughts_ you can use an action to cast __suggestion_ (save DC 13) on that creature.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "helm-of-teleportation-a5e", "fields": {"name": "Helm of Teleportation", "desc": "While wearing this helm you can use an action to cast _teleport_ . The helm has 3 charges and regains 1d3 charges each dawn.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Very Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "holy-avenger-a5e", "fields": {"name": "Holy Avenger", "desc": "You gain a +3 bonus to attack and damage rolls made with this magic sword. While you are attuned to the sword and use it to attack a fiend or undead, on a hit it deals an extra 2d10 radiant damage. In addition, while drawn the sword creates an aura in a 10-foot radius around you. You and friendly creatures in the aura gain _advantage_ on _saving throws_ against spells and other magical effects. If you have 17 or more levels in the herald class, the aura increases to a 30-foot radius.", "document": 39, "page_no": null, "type": "Weapon", "rarity": "Legendary", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "hopeful-slippers-a5e", "fields": {"name": "Hopeful Slippers", "desc": "A wish made from the innocent heart of a scullery maid created these magical shoes, upon which she danced her way into a better life. You can only attune to these shoes if you are the first creature to do so. When you attune to the shoes, they resize to perfectly fit your feet and your feet alone. During the day they take the form of simple wooden clogs, and by night the shoes transform into beautiful glass slippers that somehow hold your weight without breaking. \n\nWhile wearing these shoes as clogs, your Wisdom score increases by 2 and you gain an expertise die on Animal Handling checks. While wearing these shoes as glass slippers, your Charisma score increases by 2 and you gain an expertise die on Performance checks. \n\nAlternatively, you can use a bonus action to shatter the glass slipper against the floor, sending shards exploding outward in a 10-foot radius. Creatures and objects in the area make a DC 15 Dexterity _saving throw_ , taking 8d6 magical piercing damage on a failed save or half as much on a success. Afterwards the area becomes _difficult terrain_ , and the remaining shoe becomes a mundane item.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Very Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "hopes-final-light-a5e", "fields": {"name": "Hope's Final Light", "desc": "This fine silver _hooded lantern_ is lit with an everburning light that emanates no heat and burns a pale blue. With its filigreed hood down in the dark, it projects strange shadows on nearby walls which dance like those of a zoetrope, depicting stories of heroic triumph against all odds. Holding it lifts your spirits.\n\nWhen you find this lantern, roll 2d6 \u2013 2\\. The result is its current charges. While carrying it, \nyou can increase its current charges by sacrificing some of your own vitality. For each charge you add, your maximum hit dice are reduced by 1 and your current hit dice are reduced by the same amount (to a minimum of 0). The lantern can only hold a maximum of 10 charges at one time. If an effect would cause the lantern to expend more charges than it currently has, you immediately provide charges to meet the need. If you do not have enough hit dice to meet the cost, the effect fails.\n\nIf the lantern has 6 or more charges, the radius of its _bright light_ is doubled. If the lantern has 0 charges, it sheds no light. Charges can be expended in the following ways using your reaction (unless otherwise noted):\n\n* Allies in the lantern\u2019s bright light can use their reaction to spend 1 charge to add 1d12 to an _attack roll_ , _ability check_ , or _saving throw_ after it\u2019s rolled. You can use your own reaction to disallow this use.\n* When a creature in the lantern\u2019s bright light is reduced to 0 hit points, you can expend 1 or more charges to roll 1d12 per charge expended. The creature is conscious with hit points equal to the result.\n* When a creature in the lantern\u2019s bright light takes damage, you can project a shield over them. The damage is negated, and the lantern loses 1 charge per 10 damage negated (minimum 1).\n* When a creature in the lantern\u2019s bright light is targeted by a spell or would be caught in the area of a spell, you can negate the spell\u2019s effect on that creature. The lantern loses charges equal to the spell\u2019s level.\n\nIf _hope\u2019s final light_ is missing any charges at dawn, roll 1d8\\. On a 1, nothing happens. Otherwise, it regains all lost charges.\n\n_**Curse.**_ Hope\u2019s final light is a dangerous burden. If you have 0 hit dice remaining after providing charges to it, you are pulled into the lantern and are impossible to resurrect except by the direct intervention of a deity. The stories of creatures who vanish in this way are depicted in the shadows it casts.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Legendary", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "horn-of-blasting-a5e", "fields": {"name": "Horn of Blasting", "desc": "You can use an action to speak the horn\u2019s command word and blow it, emitting a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the area makes a DC 15 Constitution _saving throw_ . On a failed save, a creature takes 5d6 thunder damage and is _deafened_ for 1 minute. On a successful save, a creature takes half damage and isn\u2019t deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take double damage.\n\nEach use of the horn\u2019s magic has a 20% chance of making it explode, dealing 10d6 fire damage to you and destroying it.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "horn-of-valhalla-a5e", "fields": {"name": "Horn of Valhalla", "desc": "You can use an action to blow this horn and summon the spirits of fallen warriors. These spirits appear within 60 feet of you and use the statistics for _berserker hordes_ . They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can\u2019t be used again for 7 days.\n\nFour types of _horn of Valhalla_ are known to exist, each made of a different metal. The horn\u2019s type determines how many _berserker hordes_ answer its summons, as well as the requirement for its use. The Narrator chooses the horn\u2019s type or determines it randomly.\n\n__**Table: Horn of Valhalla**__\n| **Horn** | **Rarity** | **Cost** | **Crafting Components** | **Berserker Hordes Summoned** |\n| ---------- | ---------- | --------- | ------------------------------------------------------ | ----------------------------- |\n| **Silver** | Rare | 1,000 gp | Silver sword pendant that has been carried into battle | 2 |\n| **Brass** | Rare | 5,000 gp | Horn of a celestial creature | 3 |\n| **Bronze** | Very rare | 10,000 gp | Horn of a _horned devil_ | 4 |\n| **Iron** | Legendary | 75,000 gp | Horn that has been blown by a _solar_ | 5 |", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "horseshoes-of-a-zephyr-a5e", "fields": {"name": "Horseshoes of a Zephyr", "desc": "These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they allow the creature to perform the following feats:\n\n* Move normally while floating 4 inches above the ground, allowing it to cross or stand above nonsolid or unstable surfaces (such as lava or water).\n* Leave no tracks and ignore _difficult terrain_ .\n* Move its Speed for up to 12 hours a day without suffering _fatigue_ from a forced march.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Very Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "horseshoes-of-speed-a5e", "fields": {"name": "Horseshoes of Speed", "desc": "These iron horseshoes come in a set of four. Once all four are affixed to the hooves of a horse or similar creature, its Speed increases by 30 feet.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "how-to-make-fiends-and-influence-people-a5e", "fields": {"name": "How to Make Fiends and Influence People", "desc": "The cracks in the deep green leather binding of this ancient book reveal an unwavering orange glow. After studying this book for 1 hour each day over the course of a year and a day, you gain permanent influence over one randomly determined humanoid on your plane, even if it is immune to being _charmed_ . This otherwise functions as the _suggestion_ spell (no _saving throw_ ). The target uses the statistics of a _cambion_ , but maintains its prior physical appearance. A __wish_ spell, or the destruction of the book via __disintegrate_ or similar magic, frees the creature from this effect.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Legendary", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "humour-realignment-transfiguration-a5e", "fields": {"name": "Humour Realignment Transfiguration", "desc": "People seeking a permanent change to their body tend to avoid shapechanging magic\u2014it\u2019s costly and scarce, and the thought of a wayward dispel reverting you to your old form and triggering a wave of dysphoria is horrifying. Instead most seek out magics that gradually encourage the systems of their body to adopt a new form. These magics take many shapes: potions from an alchemist, a blessed amulet, a pouch of ritual ingredients from a wizard. \n\nUsing the magic requires a 5 minute ritual at the end of each _long rest_ . At the end of the first month, your outward appearance begins to take on the shape and characteristics of a form more comfortable to you. By the end of six months of use, your body fully shifts to your desired comfortable form. To maintain the new form you must continue to perform the ritual\u2014ceasing it reverts these changes at the same pace. Any new form must be of the same heritage as your previous form. \n\nMost practitioners provide 3 months\u2019 supply at a time to encourage you to regularly seek assessment from a transmutation expert and catch dangerous changes before they cause you trouble. Unsurprisingly, many transmutation wizards, alchemists, and priests of elven deities across the land chose their career so they could pursue this path without any gatekeepers.", "document": 39, "page_no": null, "type": "Other", "rarity": "Common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "hungry-quasit-a5e", "fields": {"name": "Hungry Quasit", "desc": "This Tiny bloodstone is carved in the shape of a grinning, pot-bellied _quasit_ . Whenever you would gain temporary hit points, you can choose to store them inside the quasit instead. Unlike normal temporary hit points, the hit points you store inside the quasit stack, although the maximum number of temporary hit points the quasit can hold at one time is equal to your Charisma modifier + your warlock level (minimum 1).\n\nYou can use an action to activate the quasit and gain all the temporary hit points currently stored inside it, which last for up to 1 hour. Whenever you activate the quasit, roll a d20\\. On a result of 5 or less, you don\u2019t gain any temporary hit points, and instead the _quasit_ animates and flies off never to be seen again.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "hunters-quiver-a5e", "fields": {"name": "Hunter's Quiver", "desc": "You can pull an endless number of nonmagical arrows from this quiver. An arrow disappears when it is fired or if it leaves your possession for longer than 1 minute. While you carry the quiver, if no hostile creatures are within 30 feet of you, you can use a bonus action to aim, gaining _advantage_ on _ranged weapon attacks_ until the end of your turn.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "ice-riders-a5e", "fields": {"name": "Ice Riders", "desc": "The magic focused in the soles of these boots enable you to traverse ice and snow as if it were solid, non-slippery ground. You ignore _difficult terrain_ created by cold conditions.\n\nWhen traveling over snow, you leave only 1/2-inch deep footprints, enabling you to walk over deep drifts without the dangers of falling in. Similarly, you can step onto a floating chunk of ice without fear of tipping it over, although jumping onto the ice will \u201cpush\u201d it in the direction of the jump.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "idol-of-light-a5e", "fields": {"name": "Idol of Light", "desc": "This glass idol resembles a humanoid woman with a set of iridescent butterfly wings and a crystalline crown. The idol sheds bright light in a 10-foot radius and dim light for an additional 10 feet at all times. It has 10 charges and regains 1d6 + 4 charges each day if exposed to the light of dawn. You can expend the idol\u2019s charges to produce the following effects:\n\n* When you take radiant or necrotic damage, you can use your reaction to expend 1 charge and gain _resistance_ to that damage type for the next minute or until you use this property again.\n* As an action, you can expend 2 charges to make the idol shed light, as if by the __daylight_ spell, for 10 minutes.\n* As an action, you can expend 3 charges to cast __dispel magic_ , targeting an illusion or necromancy spell. You can increase the spell slot level by one for each additional charge you expend.\n* As a bonus action, you can expend 4 charges to cause the idol to flare with blinding light. Creatures you choose within 30 feet must succeed on a DC 13 Constitution _saving throw_ or be _blinded_ until the end of your next turn. Undead make the save with _disadvantage_ .", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Very Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "immovable-rod-a5e", "fields": {"name": "Immovable Rod", "desc": "You can use an action to press this metal rod\u2019s single button, magically fixing it in place where it defies gravity. To move the rod, you or another creature must use an action to press the button again.\n\nThe rod can support up to 8,000 pounds of weight (if this is exceeded, the rod deactivates and falls). A creature that attempts to move the rod needs to make a DC 30 Strength check, moving the rod up to 10 feet on a success.", "document": 39, "page_no": null, "type": "Rod", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "impossible-cube-a5e", "fields": {"name": "Impossible Cube", "desc": "At a glance this hand-sized item appears to be a metal framework in the simple shape of a cube, but when looked at more closely it becomes clear that the geometry of the framework is impossible with absurd angles, preposterous twists, and endpoints. Any attempt to follow the various lines and compositions to their conclusion is frustrating at best and truly maddening at worst. \n\nWhen a creature with an Intelligence score of 6 or higher sees the cube for the first time it makes a DC 10 Wisdom _saving throw_ or becomes compelled to study the cube further. When a creature first studies the cube, it makes a DC 15 Wisdom saving throw or suffers from the Terrorized short-term _mental stress effect_ and a compulsion to study the cube even further. A creature that fails this saving throw by 5 or more instead suffers from the Distorted Perceptions long-term mental stress effect. Any further inspection of the cube has no additional effect.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "infernal-carapace-a5e", "fields": {"name": "Infernal Carapace", "desc": "This suit of terrifying _2 full plate_ is engraved with Infernal runes that blaze with unholy power. You cannot attune to this armor if you have the Good alignment trait. While attuned to and wearing this armor, you gain the following benefits:\n\n* Your AC increases by 2.\n* You count as one size category larger when determining your carrying capacity.\n* Your Strength score increases to 20\\. This property has no effect if your Strength is equal to or greater than 20.\n* You have _advantage_ on Strength checks and _saving throws_ .\n* You can use a bonus action and choose a creature that can see you, forcing it to make a Wisdom _saving throw_ (DC 8 + your proficiency bonus + your Charisma modifier) or become _frightened_ for 1 minute. Once you have used this property a number of times equal to your proficiency bonus, you cannot do so again until you finish a long rest.\n* Your unarmed strikes and weapon attacks deal an extra 1d6 necrotic damage.\n* Celestials, elementals, fey, and creatures with the Good alignment trait have _disadvantage_ on _attack rolls_ made against you.", "document": 39, "page_no": null, "type": "Armor", "rarity": "Very Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "inkpot-of-the-thrifty-apprentice-a5e", "fields": {"name": "Inkpot of the Thrifty Apprentice", "desc": "This appears to be nothing more than a mundane pot of ink. When you speak the command word and use a bonus action to expend 1 charge, it fills with enough high quality and particularly durable ink of the color of your choice to fill 50 pages of parchment. This ink is extremely hard to remove from any surface, including cloth or flesh, and often takes many days and washings to clean away. The ink cannot be used to inscribe spells, and when removed from the pot with anything but a quill the ink instantly dries. \n\nWhen you speak another command word and expend all 3 charges as an action, a 15-foot cone of ink erupts from the inkpot, coating anything and everything that it hits. Creatures in the area make a DC 10 Dexterity _saving throw_ . On a failure, a creature is _blinded_ until it spends an action cleaning the ink away from its eyes. \n\nThe inkpot has 3 charges and regains 1d3 charges each dawn. If you expend the last charge, roll a d20\\. On a 5 or less, the inkpot loses its magic and becomes a mundane item.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "inspiring-pahu-a5e", "fields": {"name": "Inspiring Pahu", "desc": "This large bass drum is made from hearty kamani (a wood light in color and native to far away islands) covered in cured sharkskin. Carvings all around the instrument depict warriors engaged in song and dance around a giant funeral pyre, and a leather strap hangs from its side to secure the drum at the waist. When struck the drum creates a deep resonant sound that sets the tempo for a song, an excellent tool for motivating warriors before battle.\n\nThis drum has 2 charges and regains 1 charge each dawn. You can use a bonus action to play it and expend 1 charge, focusing its energies on a living creature that has 0 hit points and that you can see within 20 feet. Until the start of your next turn, the creature has _advantage_ on death _saving throws_ .\n\nAlternatively, you can use an action to play it and expend 2 charges. Each creature within 30 feet of you that hears you play makes a DC 20 Constitution _saving throw_ . On a success, a creature gains inspiration. \n\nIf you expend the last charge, roll a d20\\. On a result of 5 or less, the sharkskin membrane covering the drum breaks and it becomes a mundane item.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "instant-fortress-a5e", "fields": {"name": "Instant Fortress", "desc": "You can use an action to place this 1-inch metal cube on the ground and speak its command word. The cube rapidly grows into a fortress that remains until you use another action to speak the command word that dismisses it. The fortress can only be dismissed when it is empty. \n\nWhen activated, the cube transforms into a square tower, 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it, with a small door on the side facing you. The door opens only at your command, which you can speak as a bonus action (it is immune to spells like _knock_ and related magic, such as a __chime of opening_ .) The tower\u2019s interior has two floors, with a ladder connecting them and continuing on to a trapdoor to the roof. \n\nEach creature in the area where the fortress appears makes a DC 15 Dexterity _saving throw_ , taking 10d10 bludgeoning damage on a failure, or half damage on a success. In either case, the creature is pushed to an unoccupied space next to the fortress. Objects in the area that aren\u2019t being worn or carried take full damage and are pushed automatically.\n\nThe tower is made of adamantine, and its magic prevents it from being tipped over. The roof, the door, and the walls each have AC 20, 100 hit points, immunity to damage from nonmagical weapons (excluding siege weapons), and resistance to all other damage. Only a _wish_ spell can repair the fortress (this use of the spell counts as replicating a spell of 8th-level or lower). Each casting causes the roof, the door, or one wall to regain 50 hit points.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Very Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "instrument-of-irresistible-symphonies-a5e", "fields": {"name": "Instrument of Irresistible Symphonies", "desc": "Once per week, you can use an action to speak a command word that causes this instrument to play its own beautiful music for 1 minute. Choose a creature you can see within 30 feet of the instrument that is able to hear the music. The creature makes a DC 13 Charisma _saving throw_ at the start of each of its turns or it is forced to dance in place for as long as the music plays. While the creature dances, it is considered _grappled_ .", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "ioun-stone-a5e", "fields": {"name": "Ioun Stone", "desc": "Some say these enchanted gems take their name from a deity of knowledge, others that they are named for the sound they make as they gently orbit their bearer\u2019s head. Whatever the case, there are many types of _ioun stones_, each imbued with powerful beneficial magic.\n\nThe specifics of these stones vary but they all work in essentially the same way: once you have attuned to it you can use an action to set a stone in a gentle orbit around your head, 1d4 feet away from you. Another creature may use an action to try and take an orbiting stone, but must make a melee attack against AC 24 or make a DC 24 Dexterity (Acrobatics) check. An _ioun stone\u2019s_ AC is 24, it has 10 hit points, and resistance to all damage. While orbiting your head, it is considered a worn item. You can use an action to seize and stow the stone, returning it to an inert and inactive state.\n\n__**Table: Ioun Stones**__\n| **Type** | **Rarity** | **Cost** | **Crafting Components** | **Property** |\n| ------------------ | ---------- | --------- | ------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |\n| Absorption | Very rare | 10,000 gp | Refined negative energy | While this white marble sphere orbits your head, when a creature you can see casts a spell of 4th-level or lower targeting only you, you can use your reaction to have the stone harmlessly absorb the spell, suffering no damage or negative effects. The stone can absorb 20 spell levels. If a spell is higher level than the available spell levels left in the stone, the spell cannot be absorbed. After absorbing 20 spell levels the stone loses its magic and turns a faded gray. |\n| Agility | Very rare | 15,000 gp | A cat\u2019s dream captured in the Astral Plane | While this ice-blue octahedron orbits your head your Dexterity score is increased by 2 (to a maximum of 20). |\n| Awareness | Rare | 600 gp | Phase spider\u2019s eye | While this bright red cylinder orbits your head, it chimes to keep you from being _surprised_ . |\n| Fortitude | Very rare | 15,000 gp | Hoof or horn of a divine ox | While this bright pink dodecahedron orbits your head your Constitution score is increased by 2 (to a maximum of 20). |\n| Greater Absorption | Legendary | 50,000 gp | Refined negative energy, shards from a destroyed __staff of power_ | This gold and onyx ellipsoid draws powerful magic into it. While this gem orbits your head, it functions as an _ioun stone_ of _absorption_, but can absorb spells of 8th-level or lower, up to a maximum of 50 total spell levels. |\n| Insight | Very rare | 15,000 gp | Tail feathers from an awakened owl | While this clear octahedron orbits your head your Wisdom score is increased by 2 (to a maximum of 20). |\n| Intellect | Very rare | 15,000 gp | Canine teeth from an awakened fox | While this cobalt blue tetrahedron orbits your head your Intelligence score is increased by 2 (to a maximum of 20). |\n| Leadership | Very rare | 15,000 gp | Collar from a loyal dog that died of old age | While this brilliant yellow cube orbits your head your Charisma score is increased 2 (to a maximum of 20). |\n| Mastery | Legendary | 50,000 gp | The most treasured possession of a slain adventurer that redeemed themselves in death | While this jet icosahedron orbits your head, your proficiency bonus is increased by 1. |\n| Protection | Rare | 1,000 gp | Bone plate from a _stegosaurus_ | While this dusty blue tetrahedron orbits your head, your AC is increased by +1. |\n| Regeneration | Legendary | 25,000 gp | _Basilisk's_ gizzard | While this green and purple spindle orbits your head, you regain 15 hit points every hour, provided you have at least 1 hit point. |\n| Reserve | Rare | 600 gp | __Pearl of power_ | This radiant indigo prism encases a pearl and can store spells for later use. The stone can hold up to 3 spell levels and is typically found with 1d4 \u2013 1 levels of stored spells. To store a spell in the stone, a creature must cast a 1st-, 2nd-, or 3rd-level spell while holding it. The spell is drawn into the stone with no other effect. If there aren\u2019t enough available levels to hold a spell, it cannot be stored. While the stone is orbiting you, you can cast any spell stored in it using the appropriate action. The spell uses the spell level, spell save DC, attack bonus, and spellcasting ability of the creature that stored the spell, but you are considered to be the caster. Once a spell is cast, it is no longer stored. |\n| Strength | Very rare | 15,000 gp | Canine teeth from an awakened bear | While this bright pink pentagonal trapezohedron orbits your head your Strength score is increased by 2 (to a maximum of 20). |\n| Sustenance | Rare | 525 gp | Honeycomb from a giant bee beehive | While this delicate amber spindle orbits your head, when taking a long rest you can roll a d20\\. On an 11 or higher, you do not require Supply during that _long rest_ . |", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "iron-bands-of-binding-a5e", "fields": {"name": "Iron Bands of Binding", "desc": "This smooth iron sphere conceals a formidable set of restraints that unfolds into metal bands when thrown. Once between long rests you can use an action to throw it at a creature within 60 feet, treating it as if it were a ranged weapon attack with which you are proficient. On a hit, if the creature is Huge-sized or smaller it becomes _restrained_ until you use a bonus action to speak a different command word and release it.\n\nA creature can try to break the bands by using an action to make a DC 20 Strength Check. On a success, the bands are broken and the _restrained_ creature is freed. On a failure, the creature cannot try again until 24 hours have passed.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "iron-flask-a5e", "fields": {"name": "Iron Flask", "desc": "This dark iron bottle feels heavy in your hand. Engraved with powerful runes of binding, it is capable of trapping otherworldly creatures. You can use an action to speak the command word and remove the silver stopper from the flask, targeting a creature within 60 feet that is not native to the plane of existence the flask is currently on.\n\n* If the _iron flask_ is empty and you can see the creature, it makes a DC 17 Wisdom _saving throw_ or becomes trapped in the flask. A creature that has previously been trapped in this flask has _advantage_ on this save. The trapped creature is held in stasis\u2014it doesn\u2019t breathe, eat, drink, or age.\n* As an action, you can release the creature trapped within. A released creature remains friendly to you and your allies for 1 hour, during which it obeys your verbal commands, and afterward it acts normally. Without any commands or when given a command likely to result in its death, the creature defends itself but otherwise takes no actions.\n* Casting _identify_ on this flask also reveals if a creature is trapped within, but will not reveal the type. The only way to determine an _iron flask\u2019s_ contents is to open the flask and release its inhabitant.\n* Newly acquired _iron flasks_ may already have a trapped creature, either chosen by the Narrator or determined randomly.\n\n__**Table: Iron Flask**__\n| **d100** | **Contents** |\n| -------- | ------------------------ |\n| 0-50 | Empty |\n| 51\u201355 | _Djinni_ |\n| 56\u201360 | _Efreeti_ |\n| 61\u201365 | _Marid_ |\n| 66\u201370 | _Divi_ |\n| 71\u201380 | Angel (any) |\n| 81\u201390 | _Elemental_ (any) |\n| 91 | Lich from another plane |\n| 92 | Chromatic dragon (any) |\n| 93 | Metallic dragon (any) |\n| 94 | Gem dragon (any) |\n| 95 | Spirit dragon (any) |\n| 96 | _Couatl_ |\n| 97 | Succubus/Incubus |\n| 98 | Ghost from another plane |\n| 99 | _Dragon turtle_ |\n| 100 | _Xorn_ |", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Legendary", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "iron-foe-mace-a5e", "fields": {"name": "Iron Foe Mace", "desc": "Crafted with the ichor of a rust monster, this pale white mace looks and feels like bone, but has the heft of stone and consumes metal on impact. You gain +2 bonus to _attack and damage rolls_ made with this magical mace. However, if your Strength score is less than 16 you suffer _disadvantage_ on attack rolls made with the mace.\n\nOn a successful attack, you can use your reaction to expend a charge and attempt to consume non-magical metal armor or a shield worn by your target, in addition to your normal damage. Alternately, when an attack misses you, you can use your reaction to spend a charge to deflect the weapon and attempt to consume it. Finally, you can use your action to spend a charge and touch the mace to any unattended non-magical metal object of Medium size or smaller and consume it.\n\nThe wielder of an item you are trying to consume must succeed on a DC 14 Constitution _saving throw_ , otherwise the item is destroyed. Unattended objects are automatically destroyed. The mace has 4 charges and regains 1d4 charges each dawn.", "document": 39, "page_no": null, "type": "Weapon", "rarity": "Very Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "ironweed-rope-a5e", "fields": {"name": "Ironweed Rope", "desc": "When this tough, fibrous plant is carefully woven into rope it has AC 17, 10 hit points, and resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "ivory-knights-a5e", "fields": {"name": "Ivory Knights", "desc": "These two ivory figurines look as though they belong with a chess set. If you and one other person hold one of the knights, you can use an action to whisper in the ear of the game piece to communicate with the creature holding the other (as the _message_ cantrip).\n\nIf you and the person carrying the other figurine hold your game pieces to your hearts while within 120 feet of each other, you share a remembrance of two outmatched knights rushing into battle. Within the next minute, each of you can use an action once to teleport to any point between your current positions. You each can teleport once, after which the figurines lose their power.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "jade-tiger-a5e", "fields": {"name": "Jade Tiger", "desc": "This jade figurine carries the memories of a _weretiger_ that spent years tracking and hunting its prey under the light of the jungle moon. When you attune to the item and keep it on your person, you gain an expertise die on Survival checks made to find and follow tracks for up to 1 hour per day.\n\nWhen you speak the _jade tiger's_ command word, you vividly recall one of the _weretiger\u2019s_ most challenging hunts. For the next minute, you can use a bonus action to make a Stealth check to hide immediately before or after you take the Attack action. The _jade tiger's_ magic forever fades away after being used in this way.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "jarngreipr-a5e", "fields": {"name": "J\u00e1rngreipr", "desc": "These iron gauntlets are required in order to handle the mighty _Mj\u00f6lnir_ . Your Strength score is 19 while you wear these gauntlets. This benefit has no effect on you if your Strength is 19 or higher without them. The gloves have 5 charges. You can use your reaction to expend a charge to gain _advantage_ on a Strength check or Strength _saving throw_ . The gloves regain 1d4+1 expended charges daily at dawn.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "jarred-brain-a5e", "fields": {"name": "Jarred Brain", "desc": "A humanoid brain floats in formaldehyde within this glass and iron jar, the electrodes protruding from its lid sparking on occasion as the mass of tissue within twitches. You can use an action to gain a flash of insight by shocking your own mind with the jar\u2019s electrodes, taking 1d6 lightning damage. You gain 5 expertise dice to use on Intelligence checks made in the next minute, either individually or up to as many as 3 at a time. Once the jar is used in this way the sparks recede and it cannot be used in this way again for the next 24 hours. \n\nAlternatively, the brain can be wired up directly to the mind of another creature. This process takes 1 minute and allows a creature to consult the jarred brain about a specific course of action (as the spell __augury_ ), after which it malfunctions and shatters.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "javelin-of-lightning-a5e", "fields": {"name": "Javelin of Lightning", "desc": "Once per dawn, when you throw this magic weapon and speak its command word it transforms into a 5-foot wide line of electricity that is 120 feet long. Each creature in the area (excluding you) makes a DC 13 Dexterity _saving throw_ , taking 4d6 lightning damage on a failed save, or half damage on a success. The target of your attack takes the javelin\u2019s normal damage plus 4d6 lightning damage.", "document": 39, "page_no": null, "type": "Weapon", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "kraken-scale-a5e", "fields": {"name": "Kraken Scale", "desc": "This plump, palm-sized scale is pliant, and its mustard-green surface is tattooed with figures of sea monsters. It is also always slightly damp to the touch and gives off the faintest smell of brine.\n\nWhen you are hit with an attack that would deal lightning damage, you can, as a reaction before damage is dealt, press the scale to give yourself Lightning _resistance_ until the start of your next turn. Each time you do, roll 1d20 and subtract the amount of damage prevented. If the total is less than 1, the scale pops with a burst of seawater and a splash of seawater bursts from it as it loses its magical properties.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "laevateinn-a5e", "fields": {"name": "L\u00e6vateinn", "desc": "L\u00e6vateinn was forged in the underworld by Loki (who of the \u00c6sir is the one most associated with dwarves) near the doors of death itself, spoken of in the very late Eddic poem Fj\u00f6lvinsm\u00e1l. Some historians believe its translation ends with \u2018wounding wand\u2019 while others claim it is \u2018wounding twig\u2019, similar to the word for magic staff (gambantein). Either way it is this weapon and this weapon only that can kill the golden rooster V\u00ed\u00f0\u00f3pnir (which sits in the branches of Yggdrasil and may be tied to Ragnar\u00f6k, or possibly be another name for Gullinkambi) so that its wing joints (the only things that will suffice) can be used to distract the dogs guarding the flame-encircled castle holding Mengl\u00f6\u00f0, a maiden fated to be married to the hero Svipdagr. The runed weapon awaits within however, protected by the j\u00f6tunn Sinmara (a _storm giant_ ) who will only exchange it for a tail feather from the golden rooster\u2014that can only be harmed by the very same sword, creating a paradoxical task. Its forger and the owner of the chest that contains it can reveal the secrets to bypassing the 9 locks holding its prison closed, although Loki would only ever do so if a cunning price is attached...\n\nL\u00c6VATEINN\n\nUntil you are attuned to this staff, it appears to be a rotting quarterstaff or battered longsword. After you have attuned to it however, runes glow along the length of the wood or the blade.\n\nThis staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. While wielding it, you can use a bonus action to transform it into a magic longsword or back.\n\nThe staff has 10 charges for the following properties. It regains 1d8+4 expended charges daily at dawn. If you expend the last charge, roll a d20\\. On a 1, the staff loses its properties and becomes a nonmagical weapon (whichever form it is in when the last charge is expended).\n\nWhile it is in staff form, the runes grant access to magic.\n\n_**Spell Runes.**_ You can use an action to expend 1 or more of the staff\u2019s charges to activate a rune and cast one of the following spells from it (spell save DC 18, +10 to hit with spell attacks): __hideous laughter_ (1 charge), _speak with animals_ (1 charge), _pass without trace_ (2 charges), _dispel magic_ (3 charges), _speak with plants_ (3 charges), __confusion_ (4 charges), __glibness_ (8 charges). You can also use an action to cast the __charm person , disguise self ,_ or __vicious mockery_ spells from the staff without using any charges.\n\nWhile it is in longsword form, the runes channel magic with less finesse and unleash lethal energies.\n\n_**Death Rune.**_ You can use a bonus action and 1 charge to activate this rune, causing shadows to flow out from the weapon for 1 minute. These shadows reduce _dim light_ in a 40-foot radius to _darkness_ , and bright light in a 20-foot radius to dim light. While the weapon is shadowed, it deals an extra 2d6 necrotic damage to any target it hits. The shadows last until you use a bonus action to speak the command word again, the duration expires, or until you drop the weapon.\n\n_**Flame Rune.**_ You can use a bonus action and 1 charge to activate this rune, causing flames to erupt from the weapon for 1 minute. These flames shed _bright light_ in a 40-foot radius and dim light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again, the duration expires, or until you drop the weapon.", "document": 39, "page_no": null, "type": "Staff", "rarity": "Legendary", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "lantern-of-revealing-a5e", "fields": {"name": "Lantern of Revealing", "desc": "While lit, this hooded lantern casts bright light in a 30-foot radius, revealing _invisible_ creatures and objects in the area. It sheds dim light an additional 30 feet, or if you use an action to lower the hood only in a 5-foot radius. The lantern stays lit for 6 hours on 1 pint of oil.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "legerdemain-gloves-a5e", "fields": {"name": "Legerdemain Gloves", "desc": "Stage magic may not be as impressive as true wizardry but it can still delight an audience and that\u2019s where these supple gray leather gloves got their start, but con artists and thieves find uses for them as well. While wearing both of these gloves, once per minute you can teleport an item, up to the size of a dagger, from one hand to the other.\n\nThe gloves can teleport an item a longer distance, but their magic is forever exhausted in the process. When you wear one glove and another creature within 120 feet wears the other, you can teleport an item up to the size of a dagger into the hand of the creature wearing the other glove. If you do, the gloves dry and crack, losing their magic and becoming mundane items.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "letter-lift-paper-a5e", "fields": {"name": "Letter-Lift Paper", "desc": "This pad of light tissue paper contains 4d6 sheets and is enchanted with a subtle magic. When a sheet of paper is pressed to a written page, such as a book or letter, and left there for six seconds, it transfers a perfect copy of the text onto the thin paper. The copy would never pass for the original, but preserves details such as handwriting.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "library-scarf-a5e", "fields": {"name": "Library Scarf", "desc": "Wizard schools are rarely built for comfort and more than one would-be scholar has caught a chill while pouring over inscrutable tomes or stuffy old biographies in drafty libraries in the wee hours of the morning. Given that bonfires are generally frowned upon when surrounded by books, creative apprentices were forced to investigate other means to get them through long nights of studying, resulting in the creation of these enchanted trinkets. Each appears as a simple woolen scarf of whatever color or pattern its creator chooses. When you use a bonus action to speak its command word and expend 1 charge, the scarf magically warms you for 2 hours, providing comfort and protection from cold temperatures down to freezing (under more frigid conditions, each charge insulates you for 1 hour).\n\nIn dire circumstances, the scarf can offer more significant protection. When you take cold damage, you can use your reaction and expend 3 charges to gain cold resistance until the end of the round. \n\nThe scarf has 3 charges and regains 1d3 charges each dawn. If you expend the last charge, roll a d20\\. On a result of 5 or less, the scarf loses its magic and becomes a mundane item.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "life-catching-portrait-a5e", "fields": {"name": "Life-Catching Portrait", "desc": "This canvas, whether black or painted, radiates necromantic energies. Once you have attuned to it, you or another creature can make a DC 20 Dexterity (painter\u2019s tools) check to capture your likeness in a portrait on the canvas (AC 14, 20 hit points). On a success, the painting captures your soul.\n\nWhile the _life-catching portrait_ remains intact, the Narrator begins tracking how much damage you take and how much time has passed since the painting. Your image on the portrait shows what you would look like from all the injuries you\u2019ve suffered and the passage of time. With a Dexterity (painter\u2019s tools) check (DC 20 + 3 per previous check) some of the damage can be mitigated by touching up the painting, reducing the aging and damage your likeness has suffered by half.\n\nShould the portrait ever be destroyed, you immediately suffer from all of the damage dealt to your likeness, and you age all at once. If this kills you, your soul is permanently destroyed.\n\nYou gain the following traits while your portrait is intact:\n\n_**Regeneration.**_ You regain hit points equal to half your level at the start of your turn. You die only if you start your turn with 0 hit points.\n\n**_Rejuvenation._** When you die, 1d4 hours later you regain all of your hit points and become active again.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Legendary", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "liquid-luck-a5e", "fields": {"name": "Liquid Luck", "desc": "This ornate vial contains a liquid that shimmers with opalescent hues. After drinking this potion, for the next 24 hours you have _advantage_ whenever you roll a d20.", "document": 39, "page_no": null, "type": "Potion", "rarity": "Legendary", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "listening-quills-a5e", "fields": {"name": "Listening Quills", "desc": "Many fledgling wizards find themselves overwhelmed with the workload that\u2019s thrust upon them and struggle to find the time for all of their duties\u2014between studying, projects, and the many chores often required of them it can be difficult to attend lectures. These enchanted trinkets were one of the many tools created to alleviate the problem and are now sold to more than novice mages. Each resembles a perfectly ordinary writing quill. When you spend a bonus action to speak the command word and expend 1 charge, the quill leaps to life and copies everything said by a target that you can hear within 60 feet. The quill ceases to copy after 1 hour, when the target moves more than 60 feet away from it, stops speaking for more than 10 minutes, or when it runs out of writing surface (usually a long scroll of parchment).\n\nThe magic that animates the quill can also be put to slightly more dangerous purposes. When you speak another command word and expend all 3 charges, as an action you hurl it at a target you can see within 10 feet. The quill leaps to life and jabs, stabs, pokes, gouges, and otherwise injures the target for up to 1 minute. The quill attacks once per round at the end of your turn. It has a +2 bonus to attack and deals 1d4 piercing damage on a successful hit. When you roll a natural 1 to attack with the quill, it loses its magic and becomes a mundane item. Otherwise, it falls to the ground when its target has moved more than 15 feet away or become _incapacitated_ .\n\nThe quill has 3 charges and regains 1d3 charges each dawn. ", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "lockpicks-of-memory-a5e", "fields": {"name": "Lockpicks of Memory", "desc": "It\u2019s good to learn from your experiences but even better to learn from someone else\u2019s. For a guild of thieves with a legacy of control and access within a city, these enchanted tools are a truly valuable asset. The lockpicks twitch in your hands when they come within 5 feet of a lock they have been used to open within the last year. You can use these lockpicks and an action to unlock any lock that the lockpicks have previously opened.\n\nAlternatively, you can exhaust the lockpicks\u2019 magic completely to borrow a skill or memory from a previous user. You can choose to either watch 10 minutes of a previous user\u2019s memory (taken from the span of time they had the lockpicks in their possession) or for 10 minutes you can gain one skill, tool, or language proficiency of the previous user. At the end of the duration, the lockpicks rust away to nothing.\n\n**Note**. The cost listed above is for a relatively recent set of lockpicks of memory and at the Narrator\u2019s discretion an older version may cost much more.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "long-fang-of-the-moon-a5e", "fields": {"name": "Long Fang of the Moon", "desc": "You gain a +3 bonus to attack and damage rolls made with this silvered longsword. \n\nWeapon attacks using _long fang of the moon_ deal an extra 2d6 radiant damage against creatures. When you hit a shapeshifter with this weapon, it makes a DC 30 Constitution _saving throw_ or reverts to its original form. If it fails this saving throw, you may choose to prevent the shapeshifter from transforming for up to 10 minutes.", "document": 39, "page_no": null, "type": "Weapon", "rarity": "Legendary", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "luck-blade-a5e", "fields": {"name": "Luck Blade", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic sword. While you are attuned to the sword and holding it, you gain a +1 bonus to _saving throws_ . In addition, it has the following properties:\n\n**Luck.** Once per dawn, while the sword is on your person you may reroll one ability check, attack roll, or _saving throw_ . You must use the new roll.\n\n**Wish.** Once per dawn, while holding the weapon you can use an action to expend 1 charge and cast _wish_ . The weapon has 1d4 \u2013 1 charges and loses this property when there are no charges left.", "document": 39, "page_no": null, "type": "Weapon", "rarity": "Legendary", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "lucky-halfling-foot-a5e", "fields": {"name": "Lucky Halfling Foot", "desc": "This small hairy humanoid foot has been chemically preserved and attached to a simple chain necklace as a pendant. Whenever you roll a natural 1 for an ability check, _attack roll_ , or _saving throw_ while wearing this necklace, you may choose to reroll and must use the new result. Once you make a reroll in this way, you cannot do so again for the next 24 hours. In addition, halflings get an unnerving sense of this macabre trophy even when it is hidden, and while wearing this necklace you have _disadvantage_ on all Charisma (Persuasion) checks to influence halflings.\n\nAlternatively, these mortal remains can be buried or burned properly through halfling funerary rites taking 1 hour. If these rites are completed, any creatures in attendance (a maximum of 8) gain a point of inspiration.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "luminescent-gum-a5e", "fields": {"name": "Luminescent Gum", "desc": "This salty chewing gum is made from the sap of a deep sea plant and is normally stored inside of a clamshell. In order to activate it, you must chew the gum as an action, during which its properties are released into your bloodstream. The center of your forehead forms a slight bump and begins to glow. Any _darkness_ within a range of 120 feet becomes dim light, and any dim light within the same range becomes bright light. The gum has no effect on bright light.\n\nThe effect lasts for 1 hour, after which the gum loses its magical properties. The gum itself is a bit of an acquired taste and when you chew it for the first time you must make a DC 10 Constitution check or gain the _stunned_ condition for a round as you vomit. Vomited gum can be retrieved and used again, but its remaining duration is halved every time it is reused.\n\nLuminescent gum is generally found in bunches of 6 or 12 clamshells.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "mace-of-disruption-a5e", "fields": {"name": "Mace of Disruption", "desc": "Fiends and undead take an extra 2d6 radiant damage when hit with this weapon. When this weapon reduces a fiend or undead to 25 or fewer hit points, the creature makes a DC 15 Wisdom _saving throw_ or it is destroyed. On a successful save the creature becomes _frightened_ of you until the end of your next turn. \n\nWhile it is held, this weapon shines bright light in a 20-foot radius and dim light an additional 20 feet. ", "document": 39, "page_no": null, "type": "Weapon", "rarity": "Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "mace-of-smiting-a5e", "fields": {"name": "Mace of Smiting", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon, which increases to +3 when used to attack a construct.\n\nWhen you use this weapon to make an attack and roll a natural 20, it deals an extra 2d6 bludgeoning damage, which increases to 4d6 against construct. When this weapon reduces a construct to 25 or fewer hit points, the creature is destroyed", "document": 39, "page_no": null, "type": "Weapon", "rarity": "Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "mace-of-terror-a5e", "fields": {"name": "Mace of Terror", "desc": "This weapon has 3 charges and regains 1d3 charges each dawn. While you hold it, you can use an action to expend 1 charge and emanate terror in a 30-foot radius. Each creature you choose within the area makes a DC 15 Wisdom _saving throw_ or it becomes _frightened_ of you for 1 minute, moving away from you as fast as possible on its turns (it can only use the Dash action, try to escape anything preventing it from moving, or use the Dodge action if it cannot move or attempt escape) and remaining at least 30 feet from you. The creature cannot take reactions. At the end of each of its turns, a frightened creature can repeat the saving throw, ending the effect on a success.", "document": 39, "page_no": null, "type": "Weapon", "rarity": "Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "madam-yolandas-prison-a5e", "fields": {"name": "Madam Yolanda\u2019s Prison", "desc": "This large, gleaming red ruby book contains the spirit of an elven archmage named Madam Yolanda. She lived a life of adventure and riches before eventually retiring in a vast mansion with a much younger elf. Identifying the ruby causes Madam Yolanda to appear\u2014she uses the statistics of an _archmage_ fluent in Common and Elvish, and is vain, flirtatious, and mistrustful of almost everyone\u2019s motives. The Narrator randomly determines her attitude towards her finders using the Madam Yolanda\u2019s Prison table.\n\n__**Table: Madam Yolanda\u2019s Prison**__\n| **d100** | **Effect** |\n| -------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |\n| 1\u201310 | Madam Yolanda is gravely offended by her discovery and attacks. The ruby is inert after her defeat and can be sold for up to 1,500 gold. |\n| 11\u201390 | Madam Yolanda stays and assists her finders for 1 hour before returning to the gem (she only returns to assist again if a 1\u20135 are rolled in subsequent uses of this item). |\n| 91\u2013100 | Madam Yolanda gifts two uncommon magic items to the creature holding her gem (rolled on Table: Uncommon Magic Items. The ruby is inert afterwards and can be sold for up to 1,500 gold. |", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "magic-mirror-a5e", "fields": {"name": "Magic Mirror", "desc": "When a magic mirror is viewed indirectly, its surface shows an insubstantial otherworldly face looking back at you. Magic mirrors can be found in three sizes.\n\n_**Pocket (Uncommon).**_ While attuned to the pocket mirror, you can use it as a _spellcasting_ focus, and twice per dawn cast _augury_ as you look into it. When you do so, your reflection whispers the answers to your questions.\n\n**Handheld (Rare).** While attuned to the handheld mirror, you can use it as a _spellcasting_ focus, and you can cast _augury_ and __divination_ once each per dawn as you look into it. Your reflection whispers the answers to your questions.\n\n**Wall (Very Rare).** While this bulky mirror is securely fastened to a wall, twice per dawn you can look into it and speak a command phrase to cast _commune , contact other plane ,_ or __divination_ . Your reflection answers your questions. Additionally, as an action once per dawn, the wall mirror can be linked to another _magic mirror_ by speaking the name of the other mirror\u2019s bearer, initiating a face to face conversation that can last up to 10 minutes. Both you and the other mirror user can clearly see each other\u2019s faces, but don\u2019t get any sense of one another\u2019s surroundings. Either you or the other mirror user can use a bonus action to end the conversation early.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "mantle-of-spell-resistance-a5e", "fields": {"name": "Mantle of Spell Resistance", "desc": "While wearing this cloak, you have _advantage_ on _saving throws_ against spells.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "manual-of-bodily-health-a5e", "fields": {"name": "Manual of Bodily Health", "desc": "This magical book contains surprisingly accurate advice on building endurance. Spending 48 hours over 6 days (or fewer) reading and following the book\u2019s advice increases your Constitution score and your maximum Constitution score by 2\\. The manual then becomes a mundane item for a century before it regains its magic.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Very Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "manual-of-gainful-exercise-a5e", "fields": {"name": "Manual of Gainful Exercise", "desc": "This magical book outlines a vigorous exercise regimen. Spending 48 hours over 6 days (or fewer) reading and following the book\u2019s regimen increases your Strength score and your maximum Strength score by 2\\. The manual then becomes a mundane item for a century before it regains its magic.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Very Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "manual-of-guardians-a5e", "fields": {"name": "Manual of Guardians", "desc": "This thick, rune-bedecked tome is packed with arcane schematics and mystic instructions for creating a specific kind of guardian either chosen by the Narrator or randomly determined. \n\nUsing the manual is difficult, and any creature that does not have at least two 5th-level spell slots takes 6d6 psychic damage when attempting to read it.\n\nTo create a guardian you must spend the requisite number of days working on the guardian (as seen on the Manual of Guardians table) without interruption with the manual at hand and _resting_ no more than 8 hours per day. In addition, you must pay the requisite cost in materials.\n\nWhen the guardian has been created, the book is consumed in eldritch flames. After sprinkling the book\u2019s ashes on it, the guardian animates under your control and obeys your verbal commands.\n\n__**Table: Manual of Guardians**__\n| **d20** | **Guardian** | **Time** | **Cost** |\n| ------- | ------------ | -------- | ---------- |\n| 1\u20135 | _Clay_ | 30 days | 65,000 gp |\n| 6\u201317 | _Flesh_ | 60 days | 50,000 gp |\n| 18 | _Iron_ | 120 days | 100,000 gp |\n| 19\u201320 | _Stone_ | 90 days | 80,000 gp |", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Very Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "manual-of-quickness-of-action-a5e", "fields": {"name": "Manual of Quickness of Action", "desc": "This magical book details workout routines for building coordination and speed. Spending 48 hours over 6 days (or fewer) reading and following the book\u2019s regimen increases your Dexterity score and your maximum Dexterity score by 2\\. The manual then becomes a mundane item for a century before it regains its magic.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Very Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "marble-of-direction-a5e", "fields": {"name": "Marble of Direction", "desc": "This seemingly ordinary marble is very susceptible to air currents as though it were only a fraction of its true weight. When placed on a flat horizontal surface, such as the floor of a room or chamber, the marble rolls in the direction of the current path of air currents around it.\n\nThe marble has 1 charge. You can use an action to speak its command word while placing the marble on a flat horizontal surface, expending 1 charge. The marble rolls towards the direction of the nearest exit of the chamber it is placed in, ultimately coming to rest against the nearest exit (regardless of air currents). The delicate calibration of the marble is destroyed and it becomes a mundane item.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "marvelous-pigments-a5e", "fields": {"name": "Marvelous Pigments", "desc": "This boxed set of iridescent paints can be used to create inanimate objects, terrain features, doors, and even rooms with nothing but the stroke of a brush. When you touch the brush to a surface and concentrate on the image of the item you want to create, the paint flows from the brush, creating a painting. When complete, the object depicted becomes a real, three-dimensional object. \n\n* Small, simple objects take a single round. Larger objects, like doors or rooms, take more time. It takes 1 minute of concentration to cover 10 square feet of a surface, and 10 minutes to cover 100 square feet of a surface.\n* Objects created by the pigment are real and nonmagical\u2014a door painted on a wall can be opened into whatever lies beyond. A pit becomes a real pit (be sure and note the depth for your total area). A tree will bloom and grow.\n* Objects created by the pigments are worth a maximum of 25 gold. Gemstones or fine clothing created by these pigments might look authentic, but close inspection reveals they are facsimiles made from cheaper materials.\n* When found the box contains 1d4 pots of pigment.\n* A pot of pigment can cover 1,000 square feet of a surface, creating a total area of 10,000 cubic feet of objects.\n* Energy created by the paints, such as a burst of radiant light or a wildfire, dissipates harmlessly and does not deal any damage.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Very Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "mask-of-anonymity-a5e", "fields": {"name": "Mask of Anonymity", "desc": "This masquerade mask covers the top half of your face in an elegant fan of papier-mache and paint, rendering you anonymous. A creature may make an Insight check opposed by your Deception to determine your identity, but does so at _disadvantage_ , even through a magical_/_ sensor.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "mask-of-relentless-fury-a5e", "fields": {"name": "Mask of Relentless Fury", "desc": "This cracked marble mask bears a toothy, unsettling grin. It perfectly fits over its wearer\u2019s face, and though it lacks eyeholes an attuned wearer can see through it without issue.\n\nWhile wearing this mask, you can\u2019t be _blinded_ , _charmed_ , or _frightened_ , and you are immune to any effect that could be avoided by averting your eyes, such as a _medusa\u2019s_ _Petrifying Gaze_. Insight checks against you are made with _disadvantage_ .\n\nUsing a bonus action, you can enter a fury that makes you far more dangerous. While in a fury, you gain the following benefits for the next minute, until you go _unconscious_ , or until you end your fury willingly (see below):\n\n* You may take an additional action on each of your turns. This action can be used to make a single weapon attack, or to take the Dash or Use an Object action.\n* You gain a fury score, which starts at 0 and increases by 1 at the start of each turn. Whenever you take damage, you reduce the damage by your fury score after applying any _resistances_ .\n* You ignore the effects of _fatigue_ .\n\nAt the start of any future turn, after increasing your fury score, you can choose to end this fury. When your fury ends, you are _stunned_ until the end of your turn. Roll 1d8\\. If the result is equal to or lower than your fury score, gain _fatigue_ equal to the result. Your fury score then resets to 0.\n\n**_Curse._** If you gain seven levels of fatigue while wearing this mask, you don\u2019t die. Instead, the mask takes control of your body. You clear all _exhaustion_ , then use your turn to move toward the nearest creature and attack. You continue in this rampage, seeking more foes until killed, at which point your attunement ends.\n\n**_Escalation._** Each time you achieve a fury score of 7 or higher and survive, you gain a new property from the following list. For each of these properties you gain, your starting fury score increases by 1.\n\n_Marble Flesh._ Each time you increase your fury score, your skin hardens, allowing you to ignore the first source of damage you take before the start of your next turn.\n\n_Unstoppable._ When you increase your fury score you can end one effect on yourself that causes you to become _incapacitated_ .\n\n_Witchbane._ Choose a classical school of magic. You have _advantage_ on _saving throws_ against spells of that school and related magical effects.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Very Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "mask-of-the-white-stag-a5e", "fields": {"name": "Mask of the White Stag", "desc": "This white leather mask is shaped into the visage of a stag with golden horns. While wearing the mask, you gain darkvision to a range of 90 feet. If you already have darkvision, the range of your darkvision increases by 60 feet. \n\nThe mask grants you additional powers while you are on the hunt. You gain an expertise die on Animal Handling, Nature, and Survival checks made while you are actively tracking or hunting.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "maternal-cameo-a5e", "fields": {"name": "Maternal Cameo", "desc": "This small stone is rumored to once have been an heirloom of a prominent family of seers from a mountainous region. The cameo is made of stone that features a light gray and cream-colored swirling pattern attached to a slender beige lace ribbon to hang about the neck. When you are wearing this cameo, you gain an expertise die on _saving throws_ against _fear_ .\n\nOnce you have worn the jewelry for 24 hours, the face carved in relief on the cameo resembles your biological mother. When the cameo is destroyed, the spirit of the image carved in the cameo is summoned so long as the person featured on the cameo is dead (if the person is alive, destroying the cameo has no effect.) The spirit remains for up to 10 minutes and is able to communicate with speech but otherwise unable to affect the Material Plane.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "medallion-of-thoughts-a5e", "fields": {"name": "Medallion of Thoughts", "desc": "While you are wearing this ornate medallion, you can use an action to expend one of its three charges to cast __detect thoughts_ (DC 13). The medallion regains 1d3 expended charges every dawn.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "megingjord-a5e", "fields": {"name": "Megingj\u00f6r\u00f0", "desc": "Thor\u2019s belt of power is said to double the god\u2019s strength. While wearing this belt, your Strength score changes to 25\\. The item has no effect on you if your Strength without the belt is equal to or greater than the belt\u2019s score. While wielding __Mj\u00f6lnir_ , wearing this belt, and the gloves _J\u00e1rngreipr_ , your Strength increases to 27.\n\nIn addition, you have _advantage_ on Strength _ability checks_ and Strength _saving throws_ , and your Carrying Capacity is determined as if your size is Gargantuan(8 times as much as normal).", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Legendary", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "memory-leaf-a5e", "fields": {"name": "Memory Leaf", "desc": "Precious beyond reckoning, this silver leaf has fallen from a Memory Tree and contains a psychic imprint of the living creature it was once connected to. It can only be attuned when pressed against the forehead and is often set into a woven headband. \n\n**Legends and Lore** Success on an Arcana or History check reveals the following:\n\n**DC 15** This is the _Memory Leaf_, which fell from a Memory Tree in ages past. \n\n**DC 18** Sometimes those who wear the leaf sense those who have worn it before.\n\n**DC 21** The leaf can grant knowledge about the ancient world.\n\n**Artifact Properties**\n\nThe _Memory Leaf h_as one lesser artifact benefit. There is a 50% chance when you attune to the leaf that you discover a lesser artifact detriment. \n\nIn some cases the benefit and detriment are reflections of the former personality, and you may acquire those traits while attuned to it.\n\n**Magic**\n\nWhile this leaf is pressed against your forehead, you can cast _legend lore_ to ask the psychic imprint within the leaf one question about the ancient world. Once you have used this property 3 times, it cannot be used again until next dawn. ", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Artifact", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "message-stones-a5e", "fields": {"name": "Message Stones", "desc": "_Message stones_ are a pair of small, smooth stones, carved from two halves of a single rock. While touching one of the stones, you can use an action to cast _sending_ , targeting the creature that carries the other stone. The spell is only cast if a creature is holding the paired stone or it is otherwise touching the creature\u2019s skin.\n\nOnce used to cast __sending_ , the stones cannot be used again until dawn of the following day. If one of the paired stones is destroyed, the other loses its magical properties.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "message-whistle-a5e", "fields": {"name": "Message Whistle", "desc": "Carved by _satyr_ musicians, this wooden whistle resembles a shushing finger when held to one\u2019s mouth, and blowing through it does not produce an audible sound. Puffing on the whistle as an action allows you to cast the __message_ cantrip once without any other spell components. This ability recharges after one week.\n\nAlternatively, you can use an action to blow extremely hard through the whistle to cast the __sending_ spell without seen, vocal, or material components. Unlike the spell, your message can only contain 10 words and there is a 10% chance the message doesn\u2019t arrive (even if you are on the same plane of existence). The whistle is destroyed in a burst of sparkles.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "meteorological-map-a5e", "fields": {"name": "Meteorological Map", "desc": "This book has a simple, line-drawn map of the world on its cover. Writing the name of a specific place (no bigger than a small town) on one of its blank pages will cause it to magically write out a 50 word description of the current weather conditions there.\n\nThere are 25 blank pages. Pages cannot be erased or otherwise unbound from their target location once the name has been written.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "midirs-trident-a5e", "fields": {"name": "Midir's Trident", "desc": "You gain a +3 bonus to _attack and damage rolls_ made with this magic trident. When you hit with this weapon, you deal an extra 1d6 lightning damage. When you make a ranged attack with this trident, it has a normal range of 40 feet and a maximum range of 120 feet, and it returns to your hand after the attack.\n\nThe trident\u2019s size changes to match your own. If you are Large or larger, it deals an extra 2d6 lightning damage.", "document": 39, "page_no": null, "type": "Weapon", "rarity": "Very Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "midnight-pearls-a5e", "fields": {"name": "Midnight Pearls", "desc": "These lustrous black pearl earrings would look at home on a socialite but are rumored to have originated with a treacherous pirate captain. They always appear wet and give the air nearby the slightest taste of saltwater. You do not require pierced ears to wear the earrings and when placed against the lobe they naturally stick to your skin. In addition to being highly fashionable, they can also help escape a tough jam. \n\nYou can use an action to drop and stomp on one of these earrings, destroying it as a cloud of _darkness_ erupts in a 5-foot radius and extends 10 feet in every direction for 1d4 rounds.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "mindblade-a5e", "fields": {"name": "Mindblade", "desc": "This item appears to be a dagger hilt. While grasping the hilt, you can use a bonus action to cause a blade of purple flames to spring into existence, or make the blade disappear.\n\nYou gain a +2 bonus to _attack and damage rolls_ made with this weapon, which deals psychic damage instead of piercing damage. When a fey, giant, or humanoid creature is slain using this weapon, for the next 1d4+2 days the resulting corpse can be possessed (such as by __magic jar_ or a _ghost_ ) as though it were still alive.\n\nAlternatively, during that time you may expend a charge to use the dagger to animate the corpse as __animate dead_ with a casting time of 1 action. You must reassert your control over the undead creature within 24 hours using 1 charge, or it ceases obeying any commands. Casting the _animate dead_ spell on such a creature has no effect. Regardless, it reverts to a corpse when the allotted time is up and cannot be reanimated in this way again. The dagger has 4 charges and regains 1d4 expended charges each dawn.", "document": 39, "page_no": null, "type": "Weapon", "rarity": "Very Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "mindrazor-a5e", "fields": {"name": "Mindrazor", "desc": "This dagger carves through minds as easily as flesh. You gain a +3 bonus to attack and damage rolls made with this magic weapon.\n\nWeapon attacks using _mindrazor_ deal an extra 2d6 psychic damage against creatures. When you roll a natural 20 on an attack with this weapon, the target becomes _confused_ for 1 minute. At the end of each of its turns, a confused creature makes a DC 15 Intelligence _saving throw_ , ending the effect on itself on a success.\n\nYou can use an action to work _mindrazor_ upon the memories of a _restrained_ or _incapacited_ creature within 5 feet (as __modify memory_ cast at 9th-level). Once you have used this property, you cannot do so again until you have finished a _short rest_ .", "document": 39, "page_no": null, "type": "Weapon", "rarity": "Legendary", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "mirror-of-life-trapping-a5e", "fields": {"name": "Mirror of Life Trapping", "desc": "This elaborate 50 pound mirror hides an extradimensional prison beneath its smooth, silvery surface. \n\nYou can use an action to activate or deactivate the mirror by speaking its command word while within 5 feet. While active, when a creature other than you sees its reflection in the mirror while within 30 feet, it makes a DC 15 Charisma _saving throw_ . Creatures that are aware of the mirror\u2019s nature have _advantage_ , and constructs automatically succeed. On a failure, the creature and all its possessions are trapped inside one of the mirror\u2019s 12 extradimensional cells.\n\n* Each extradimensional cell is an infinite plane filled with thick fog. Creatures trapped within do not need to eat, drink, or sleep, nor do they age.\n* Creatures can escape via planar travel, but are otherwise trapped until freed.\n* If a creature is trapped but the mirror\u2019s cells are already full, a randomly determined trapped creature is freed so the new creature may be trapped.\n* While within 5 feet of the mirror, you can use an action to call forth a trapped creature. The creature appears in the surface of the mirror, allowing you and the creature to communicate normally.\n* A trapped creature can be freed by using an action to speak a different command word. The creature appears in an unoccupied space near the mirror and facing away from it.\n\nWhen the mirror (AC 11, 10 hit points, vulnerability to bludgeoning damage) is reduced to 0 hit points it shatters, freeing all trapped creatures. The creatures appear in unoccupied spaces nearby.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Very Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "mirror-shield-a5e", "fields": {"name": "Mirror Shield", "desc": "While you are attuned to this reflective shield and have it donned, you gain resistance to radiant damage. When you are the only target of a spell being cast by a creature you can see within 60 feet, you can use your reaction to cast __counterspell_ at a level equal to your proficiency bonus (minimum 3rd-level). On a success, instead of causing the spell to fail you can redirect it back at the caster at its original spell level, using the same spell attack bonus or spell save DC. The shield has 3 charges and regains 1d3 charges each dawn.", "document": 39, "page_no": null, "type": "Armor", "rarity": "Very Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "mjolnir-a5e", "fields": {"name": "Mj\u00f6lnir", "desc": "Forged by the dwarf brothers Brokkr and Sindri, this hammer is said to be capable of leveling mountains. You gain a +4 bonus to attack and damage rolls made with this warhammer. If you are not wearing the belt __Megingj\u00f6r\u00f0_ and the iron gloves _J\u00e1rngreipr_ , you have _disadvantage_ on attack rolls using Mj\u00f6lnir.\n\n_Giant\u2019s Bane._ When you roll a 20 on an attack roll made with this warhammer against a giant, the giant makes a DC 17 Constitution _saving throw_ or dies. In addition, when making a weapon attack using Mj\u00f6lnir against a giant, you may treat the giant as if its type were fiend or undead.\n\n_Hurl Hammer._ The warhammer has 5 charges. While attuned to it, you can expend 1 charge and make a ranged weapon attack with the warhammer, hurling it as if it had the thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the warhammer unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it makes a DC 17 Constitution _saving throw_ or becomes _stunned_ until the end of your next turn. The warhammer regains 1d4+1 expended charges daily at dawn.\n\n_Summon the Storm._ While attuned to this warhammer, you can use an action to expend 2 charges and cast __call lightning_ , or you can spend 1 minute swinging the warhammer to expend 5 charges and cast _control weather ._\n\n_Titanic Blows._ While attuned to this warhammer, its weapon damage increases to 2d6.", "document": 39, "page_no": null, "type": "Weapon", "rarity": "Legendary", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "mourning-medallion-a5e", "fields": {"name": "Mourning Medallion", "desc": "This medallion hangs from a very old rope made from the braided hair of those long past. When you are reduced to 0 hit points while wearing it, before going _unconscious_ you can use your reaction to ask the medallion a single question which it answers with \u201cyes,\u201d \u201cno,\u201d or \u201cunknown.\u201d It answers truthfully, using the knowledge of all those who have died. Roll 1d20 after using this feature. On a result of 5 or less, the medallion becomes a mundane piece of mourning jewelry. Once you have used this feature, you cannot do so again until you finish a _long rest_ .\n\nAlternatively, you can instead use your reaction to rip the medallion from its braid when you are reduced to 0 hit points but not killed outright. You drop to 1 hit point instead and the medallion becomes a mundane piece of mourning jewelry.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "mug-of-warming-a5e", "fields": {"name": "Mug of Warming", "desc": "This quilted-patterned mug is perfect for cold winter nights or when caffeinated beverages are a morning necessity. Any liquid poured into the mug is instantly warmed to a piping hot temperature, remaining hot even when poured out. The mug has no effect on any form of magical liquids poured into it.\n\nThe mug has 3 charges and regains 1 charge each dawn. You can use an action to expend 1 charge, splashing the contents of the mug into a 5-foot square in a conflagration of flame. Creatures and objects in the area make a DC 10 Dexterity _saving throw_ , taking 1d4 fire damage on a failure. If you expend the last charge, roll a d20\\. On a result of 5 or less, the mug loses its warming properties and becomes a mundane item.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "murderous-straight-razor-a5e", "fields": {"name": "Murderous Straight Razor", "desc": "This otherwise gleaming implement has dark stains that cannot be polished or scrubbed off. You gain a +2 bonus to _attack and damage rolls_ made with this razor. A number of times per day equal to half your proficiency bonus, when you hit with a melee attack you can use a bonus action to channel the inherent hatred of the razor, dealing 2d6 necrotic damage.\n\n_**Curse.**_ Once attuned to this weapon, you are _cursed_ until you are targeted by _remove curse_ or similar magic. Your appearance and manner have a hint of murderous rage at all times, giving you _disadvantage_ on Charisma checks and making beasts hostile towards you. Additionally, you have disadvantage on attack rolls with any other weapon and must make a DC 14 Wisdom _saving throw_ to willingly part with the razor, even temporarily.", "document": 39, "page_no": null, "type": "Weapon", "rarity": "Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "nautilus-a5e", "fields": {"name": "Nautilus", "desc": " \nThis vessel at first appears to be a Gargantuan sea monster 230 feet long by 30 feet in height and width, its body covered in hard reflective scales. Along the top there is a hidden catch, which can be found with a successful DC 23 Intelligence (Investigation) check. Releasing the catch unlocks a hatch revealing a cylinder wide enough for a Medium creature to crawl inside. The _Nautilus_ is a Gargantuan object with the following statistics:\n\n**Armor Class:** 25 \n**Hit Points:** 400 (damage threshold 20) \n**Speed** swim 200 ft. (can turn a maximum of 15 degrees in a round) \n**Damage Immunities** poison, psychic \n**Crew Capacity** 25; **Passenger Capacity** 600 \n**Travel Pace** 58 miles per hour (460 miles per day)\n\nTo be used as a vehicle, the _Nautilus_ requires one pilot at the helm. While the hatch is closed, the compartment is airtight and watertight.\n\nThe steel submarine holds enough air for 15,000 hours of breathing, divided by the number of breathing creatures inside (at most 625 for 24 hours). There are 2 decks of interior compartments, most of which are 6 feet high. Interior doors are airtight, have AC 20 and 50 hit points, and can be bypassed with DC 18 Dexterity (thieves\u2019 tools) checks or DC 25 Strength checks.\n\nThe _Nautilus_ floats on water. It can also go underwater to a depth of 9,000 feet. Below that, the vehicle takes 2d6 bludgeoning damage per minute from pressure.\n\nA creature at the helm can use an action to pilot the _Nautilus_ by making a DC 18 Intelligence (vehicle \\[water\\]) check, with disadvantage if there are no other creatures controlling the ballasts, hydraulics, and sensors (each an action), or with _advantage_ if each position has a creature helping. On a success, the pilot can double the effects of any acceleration, deceleration, or turning they make with the _Nautilus_ on their turn. In addition, the pilot can send the submarine careening into a creature or object, making an attack roll as usual.\n\n_**Prow.** Melee Weapon Attack:_ +12 to hit, reach 20 ft., one target. _Hit:_ 34 (8d6+6) piercing damage. On a natural 1, the Nautilus takes 34 (8d6+6) bludgeoning damage.\n\nAny creature in the command room can pull a lever to activate its function, but the _Nautilus_ only responds to the first 8 levers pulled in a round, and a lever only performs a function once per round. While traveling forward the lever to travel backwards does not function, and while traveling backward the level to travel forwards does not function. After each use, a lever goes back to its neutral position.\n\n__Nautilus Controls__\n| Lever | Up | Down |\n| ----- | --------------------------------------------------------------------------------------------------------------------------------------------------------------- | --------------------------------------------------------------------------- |\n| 1 | Forward window shutter opens. | Forward window shutter closes. |\n| 2 | Side window shutters open (20 per side). | Side window shutters close (20 per side). |\n| 3 | Two manipulator arms extend from the front of the Nautilus. | The manipulator arms retract. |\n| 4 | Each extended manipulator arm makes the following _melee weapon attack_: +12 to hit, reach 15 ft., one target. _Hit_: The target is _grappled_ (escape DC 20). | One or both extended manipulator arms release what they are holding. |\n| 5 | The _Nautilus_ accelerates forward, increasing its speed by 20 feet (to a maximum of 200 feet). | The _Nautilus_ decelerates, reducing its speed by 50 feet (minimum 0 feet). |\n| 6 | The _Nautilus_ accelerates backward, increasing its speed by 20 feet (to a maximum of 200 feet). | The _Nautilus_ decelerates, reducing its speed by 50 feet (minimum 0 feet). |\n| 7 | The _Nautilus_ turns 15 degrees left. | The _Nautilus_ turns 15 degrees right. |\n| 8 | Eyelike fixtures emit bright light in a 300-foot radius and dim light for an additional 150 feet. | The light turns off. |\n| 9 | The _Nautilus_ sinks as much as 50 feet in liquid. | The _Nautilus_ rises up to 50 feet in liquid. |\n| 10 | The top hatch unseals and opens. | The top hatch closes and seals. |", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Artifact", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "necklace-of-adaptation-a5e", "fields": {"name": "Necklace of Adaptation", "desc": "While wearing this finely-woven necklace, you can breathe normally in any environment and you have _advantage_ on _saving throws_ made against harmful gases, vapors, and other inhaled effects.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "necklace-of-fireballs-a5e", "fields": {"name": "Necklace of Fireballs", "desc": "This gorgeous necklace is affixed with 1d6+3 beads that radiate power. You can use an action to hurl a bead up to 60 feet. When the bead lands it detonates as a 3rd-level __fireball_ (save DC 15). \n\nYou can hurl multiple beads with the same action, increasing the spell level of the __fireball_ by 1 for each bead beyond the first.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "necklace-of-hunger-a5e", "fields": {"name": "Necklace of Hunger", "desc": "While you are attuned to and wearing this necklace of serrated teeth, you gain a bite natural weapon attack that deals 1d6 magical piercing damage, and you cannot become _diseased_ or _poisoned_ from anything you eat or drink.\n\nIn addition, you may eat anything organic that can reasonably fit in your mouth without difficulty (or regard for taste) and gain sustenance from doing so as if you have consumed a normal meal. \n\n**Curse.** Your appearance and aura carries a hint of malice and despair. You have _disadvantage_ on Charisma checks and beasts are hostile towards you.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "necklace-of-prayer-beads-a5e", "fields": {"name": "Necklace of Prayer Beads", "desc": "This many-beaded necklace helps mark prayers. Of the many types of gemstone beads, 1d4+2 are magical and can be removed from the necklace as a bonus action to cast a spell (described on Table: Necklace of Prayer Beads). There are 6 types of magic beads, and which are on the necklace are randomly determined or chosen by the Narrator.\n\nA necklace can have multiple beads of the same type. To use a bead, you must be wearing the necklace, and if it requires a spell save you use your spell save DC. Once a bead has been used, it loses its magic until the next dawn\n\n__**Table: Necklace of Prayer Beads**__\n| **d20** | **Bead of** | **Spell** |\n| ------- | ------------ | ------------------------------------------------- |\n| 1-6 | Blessing | __bless_ |\n| 7-12 | Curing | __cure wounds (2nd-level) or lesser restoration_ |\n| 13-16 | Favor | __greater restoration_ |\n| 17-18 | Invigorating | __invigorated strikes_ |\n| 19 | Summons | __planar ally_ |\n| 20 | Wind | __wind walk_ |", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "nine-lives-stealer-a5e", "fields": {"name": "Nine Lives Stealer", "desc": "You gain a +2 bonus to attack and damage rolls made with this magic sword.\n\nThe sword has 1d8+1 charges. When you use the sword to score a critical hit against a creature that is not a construct or undead, if it has less than 100 hit points it makes a DC 15 Constitution _saving throw_ or it instantly dies as the sword rips the life force out of it. Each time a creature is killed in this manner the sword expends a charge. When all its charges are gone, the sword loses this property. ", "document": 39, "page_no": null, "type": "Weapon", "rarity": "Very Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "oathbow-a5e", "fields": {"name": "Oathbow", "desc": "This bow whispers its urgent desire for the quick defeat of your enemies in Elvish when you nock an arrow. When you use this bow to make a _ranged weapon attack_ against a creature, you can swear an oath against the target of your attack and make it your sworn enemy until its death or dawn seven days later. You may choose a new sworn enemy following the next dawn after your current sworn enemy dies. \n\nYour ranged weapon attacks using this bow have advantage against your sworn enemy, and your sworn enemy cannot gain benefit from cover other than _total cover_ . You do not have _disadvantage_ on ranged weapon attacks with the bow that are at long range as long as your sworn enemy is your target, and on a hit your sworn enemy takes an extra 3d6 piercing damage.\n\nYou have _disadvantage_ on attacks made with weapons other than this bow while your sworn enemy lives.", "document": 39, "page_no": null, "type": "Weapon", "rarity": "Very Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "obsidian-butterfly-knife-a5e", "fields": {"name": "Obsidian Butterfly Knife", "desc": "Made of razor-sharp obsidian, this finely-balanced blade glows faintly with deep purple light. \n\nYou gain a +1 bonus to attack and damage rolls made with this dagger. \n\nYou can use an action to cause the dagger\u2019s inner light to brighten, glowing like the corona of an eclipsed sun. This glow lasts for 1 minute or until you use it to deal damage to a creature. That creature makes a DC 12 Constitution _saving throw_ or it takes 3d6 necrotic damage and is unable to regain hit points for 1 minute. If this damage reduces the target to 0 hit points, the target immediately dies and 1d4 rounds later its body explodes into a swarm of obsidian butterflies that completely eviscerate the corpse, leaving only the heart behind. The dagger can\u2019t be used this way again until it is exposed to a new sunrise.", "document": 39, "page_no": null, "type": "Weapon", "rarity": "Very Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "oil-of-cosmetic-enhancement-a5e", "fields": {"name": "Oil of Cosmetic Enhancement", "desc": "After spending 10 minutes massaging this oil into an item smaller than a 5-foot cube, it permanently changes the item\u2019s cosmetic appearance. This might change the item\u2019s colors, add intricate designs, or make it blend into its environment. The oil causes no damage and leaves no residue, and it only works on nonmagical items made out of natural materials (such as cotton, parchment, stone, or wood).", "document": 39, "page_no": null, "type": "Potion", "rarity": "Common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "oil-of-etherealness-a5e", "fields": {"name": "Oil of Etherealness", "desc": "This misty white solution has turned to vapor in its vial, becoming liquid again when shaken. You can spend 10 minutes applying the ephemeral substance to a Medium or smaller creature, as well as its gear. One additional vial is required for each size category above Medium. A creature covered in the oil becomes ethereal (as the __etherealness_ spell) for 1 hour.", "document": 39, "page_no": null, "type": "Potion", "rarity": "Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "oil-of-sharpness-a5e", "fields": {"name": "Oil of Sharpness", "desc": "It takes 1 minute to use this glittering oil to cover a weapon that deals slashing or piercing damage, or 5 pieces of ammunition that deals slashing or piercing damage. For 1 hour the weapon or ammunition is magical, and when using it you gain a +3 bonus to attack and damage rolls.", "document": 39, "page_no": null, "type": "Potion", "rarity": "Very Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "oil-of-slipperiness-a5e", "fields": {"name": "Oil of Slipperiness", "desc": "You can spend 10 minutes applying this thick black oil to a Medium or smaller creature, as well as its gear. One additional vial is required for each size category above Medium. A creature covered in the oil gains the effect of a __freedom of movement_ spell for 2 hours. Alternatively, you can use an action to pour the oil on the ground next to you, making a 10-foot square slippery (as the _grease_ spell) for 8 hours.", "document": 39, "page_no": null, "type": "Potion", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "opera-goers-guise-a5e", "fields": {"name": "Opera-Goer\u2019s Guise", "desc": "This dashing filigreed white mask translates a song\u2019s meaning directly into your mind. When wearing the _opera-goer\u2019s guise_, you can magically understand any language so long as it is sung. This item has no effect on written or spoken words.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Common", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "opus-maleficarum-a5e", "fields": {"name": "Opus Maleficarum", "desc": "This book looks to have survived a fire. Its pages are browned upon the edges with many corners lost to char. The cover appears to be made from the skin of a reptile, but the blackened scales are cracked from the flames making identification all but impossible. Within, the pages of this book are filled with profane writings, eldritch symbols, and twisted imagery one might associate with a warlock\u2019s book of shadows. Largely illegible, to those of a more martial bent the meanings of strange words become clear.\n\nSpending at least 24 hours over the course of 7 nights reading and practicing the forms and phrases within the _Opus_ allows a reader with access to martial maneuvers to learn a single maneuver from the Eldritch Blackguard combat tradition, as long as it is of a degree they can learn. This does not count against the character\u2019s limit of known combat traditions or maneuvers. Any character capable of casting a cantrip or 1st level spell who reads the _Opus_ also suffers 1 level of _strife_ .\n\nOnce this tome has been read, it becomes a mundane item for one year and a day before it regains its magic", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "orb-of-chaotic-assault-a5e", "fields": {"name": "Orb of Chaotic Assault", "desc": "This iridescent glass sphere\u2019s color is constantly shifting. When used as an improvised weapon the orb breaks on impact. If the orb shatters against a creature, one randomly determined resistance or immunity the creature has is reduced for 1d6+1 rounds, after which the creature\u2019s defenses return to normal. A creature\u2019s immunity to a damage type changes to resistance to that damage type, or it loses its resistance. Success on a DC 15 Intelligence (Arcana) check reveals what resistance has been affected after the orb is used.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "orb-of-dragonkind-a5e", "fields": {"name": "Orb of Dragonkind", "desc": "Long ago the souls of five evil dragons were ripped from their corporeal bodies and captured with arcana by mages that sought to end the tyranny of wicked winged serpents. Each is contained within an intricately inscribed crystal globe 10 inches across\u2014though when the magic within is called upon, an orb swells to double its size and glows with a faint light revealing the color of the scales that once belonged to what little remains of the creature that now resides in it. \n\nWhile you are attuned to and holding a_n Orb of Dragonkind,_ you can use an action and speak a command word to attempt to control the draconic soul within by making a DC 15 Charisma check. On a success, you can control the _Orb of Dragonkind,_ or on a failure you are charmed by it. Both effects last until you are no longer attuned to the orb.\n\nWhile you are charmed by the orb, you cannot choose to end your attunement to it. In addition, the orb can innately cast __suggestion_ on you at will (save DC 18) to compel you to commit evil acts that serve its purposes\u2014exacting revenge, attaining its freedom, spread suffering and ruin, encourage the worship of foul draconic deities, collect the other _orbs of dragonkind_, or whatever else the Narrator deems fit. \n\n**Legends and Lore** Success on an Arcana or History check reveals the following:\n\n**DC 15** This is an _Orb of Dragonkind,_ an artifact with the power to control dragons. \n\n**DC 20** Five orbs were made, each containing the soul of an evil dragon.\n\n**DC 25** The orb can summon evil dragons, but does not actually control them.\n\n**Artifact Properties**\n\nAn _Orb of Dragonkind_ has two lesser artifact benefits, one lesser artifact detriment, and one greater artifact detriment.\n\n**Magic**\n\nWhile you are controlling an _Orb of Dragonkind,_ you can use an action to cast detect magic at will. You can also expend 1 or more charges to cast _detect magic_ (no charge), __daylight (_1 charge), __death ward_ (2 charges), _cure wounds_ (5th-level version, 3 charges), or __scrying_ (save DC 18; 3 charges). \n\n**The orb has 7 charges and regains 1d4 + 3 expended charges each dawn.**\n\n**Call Dragons**\n\nWhile you are controlling an _Orb of Dragonkind_, you can use an action to send a telepathic message in a 40-mile radius. Evil dragons that are mortal and in the area are compelled to take the quickest and most direct route to the orb, though they may not be friendly or pleased with being forced to answer the call. Once this property has been used, you cannot use it again for 1 hour.\n\n**Destroying an Orb**\n\nDespite its glass appearance, an _Orb of Dragonkind_ is immune to most types of damage (including draconic breath weapons and natural attacks), but they can be destroyed by the __disintegrate_ spell or a single strike from a weapon with a +3 magical bonus to attack and damage rolls.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Artifact", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "orb-of-elsewhere-a5e", "fields": {"name": "Orb of Elsewhere", "desc": "This crystalline orb is filled with dense smoke that constantly changes color. While holding the orb, you can use an action and speak its command word to open a portal to a random location on a plane from the Orb of Elsewhere table. The portal remains open either until the next dawn on your original Material Plane, or until you use an action to speak the command word to close it.\n\nOnce the portal is closed, the orb remains at the entry point to that plane. If at the end of the duration the orb has not been used to create a portal of return, it teleports to a random point on its plane of origin (leaving any creatures that traveled through the portal stranded).\n\nThe orb\u2019s destination changes at dawn on your Material Plane each day, and its portal never goes to the same location twice in a row.\n\n__**Table: Orb of Elsewhere**__\n| **d12** | **Plane** |\n| ------- | -------------- |\n| 1 | Plane of Air |\n| 2 | Plane of Earth |\n| 3 | Plane of Water |\n| 4 | Plane of Fire |\n| 5 | Plane of Death |\n| 6 | Plane of Life |\n| 7 | Plane of Space |\n| 8 | Plane of Time |\n| 9 | Ethereal Plane |\n| 10 | Astral Plane |\n| 11 | Dreaming |\n| 12 | Bleak Gate |", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Legendary", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "orb-of-the-dragon-breaker-a5e", "fields": {"name": "Orb of the Dragon Breaker", "desc": "This iridescent glass sphere resembles a soap bubble tinted the color of the dragon scale used to create it. When used as an improvised weapon the orb breaks on impact. If the orb shatters against a creature, the creature\u2019s immunity or resistance to a damage type associated with the dragon scale used in the orb\u2019s creation (fire for a red dragon scale, acid for a green dragon scale, and so on) is either reduced from immunity to a damage type to resistance to the same damage type, or it loses its resistance. The orb\u2019s effects last for 1d6+1 rounds, after which the creature\u2019s defenses return to normal.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "organizer-gremlin-a5e", "fields": {"name": "Organizer Gremlin", "desc": "This small black pocketbook comes with a tiny ethereal gold goblinoid who holds a cheap pen and eagerly awaits your instructions. Roughly half of this 120 page book is blank scratch paper, and the other half is a calendar of the current year. The gremlin writes down anything you ask it to and even takes down dictation if requested. It will also mark reminders in the calendar and circle dates. Despite its love for writing however, its penmanship is quite poor, it doesn\u2019t actually understand what anything it\u2019s writing actually means, and any word with 3 or more syllables is always misspelled. Accurately understanding anything the gremlin has written requires a DC 10 Intelligence check. ", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Common", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "osseous-plate-a5e", "fields": {"name": "Osseous Plate", "desc": "This medium armor is made from the bones of several humanoids\u2014ribs, shoulder, femurs and many others have been bound in leather and fused with necromantic magic\u2014and while donned it imparts a touch of undeath to the wearer. While wearing this armor, you gain resistance to poison and necrotic damage, but also vulnerability to bludgeoning damage. As a bonus action, you can make the bones rattle to gain _advantage_ on the next Intimidation check you make this turn against a humanoid. It is in all other ways similar to chain mail, except that you don\u2019t have _disadvantage_ on Stealth checks while wearing it.", "document": 39, "page_no": null, "type": "Armor", "rarity": "Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "osseous-warhammer-a5e", "fields": {"name": "Osseous Warhammer", "desc": "Attacks made using this grim-looking weapon do both physical and supernatural harm. You can use a bonus action to let the weapon feed off your life force. While activated, whenever you successfully hit with the warhammer you deal an additional 1d6 necrotic damage, but also take 1d4 cold damage. This effect lasts until deactivated by using another bonus action or letting go of the weapon. ", "document": 39, "page_no": null, "type": "Weapon", "rarity": "Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "paramours-daisy-a5e", "fields": {"name": "Paramour\u2019s Daisy", "desc": "This bright yellow daisy never wilts or fades. The daisy has exactly 20 petals when you first receive it. \n\nWhile the daisy has an even number of petals, both your personality and physical appearance become vibrant. You gain an expertise die on Persuasion checks, but you have _disadvantage_ on Stealth checks. \n\nWhile the daisy has an odd number of petals, your presence fades into the background. You gain an expertise die on Stealth checks, but you have _disadvantage_ on Persuasion checks.\n\nYou can use an action to pluck one petal from the daisy. The daisy loses its magic once you remove its final petal.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "parasol-of-the-blade-a5e", "fields": {"name": "Parasol of the Blade", "desc": "This appears to be a mundane parasol, with a bird-shaped handle and a delicate lace canopy. As a bonus action, you can say the command word and pull the handle free to draw a blade of light from the shaft of the parasol, with the handle as its hilt. You gain a +1 _bonus to attack and damage rolls_ made with this weapon, which functions as a rapier that deals radiant damage instead of piercing and has the parrying immunity property. You are considered proficient with it as long as you are attuned to the parasol of the blade.\n\nReturning the handle to the parasol requires an action, and if the blade is more than 120 feet from the rest of the parasol, it flickers out and cannot be used until the parasol is whole again.", "document": 39, "page_no": null, "type": "Weapon", "rarity": "Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "pearl-of-power-a5e", "fields": {"name": "Pearl of Power", "desc": "While holding this lustrous pearl, you can use an action to speak its command word and regain one expended spell slot of up to 3rd-level. If restoring a higher level slot, the new slot is 3rd-level. Once used, the pearl loses its magic until the next dawn.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "perdita-ravenwings-true-name-a5e", "fields": {"name": "Perdita Ravenwing\u2019s True Name", "desc": "This slip of parchment contains the magically bound name \u201cAgnes Nittworthy\u201d surrounded by occult symbols and raven feathers. While you are attuned to it, you can use a bonus action to invoke the name on this parchment to summon a vision of a powerful and ancient hag beside you for 1 minute. Agnes acts aloof and mysterious but becomes oddly motherly around the young or incompetent. Once a vision is summoned in this way, it cannot be summoned again for the next 24 hours.\n\nYou can use an action to verbally direct the vision to do any of the following: \n\n* Create ominous noises or effects (as _thaumaturgy_ ).\n* Magically poison up to a pound of food within 5 feet. Any creature that consumes this poisoned food must make a DC 13 Constitution _saving throw_ or become _poisoned_ for 10 minutes.\n* Mimic animal sounds or the voices of specific humanoids. A creature that hears the sounds can tell they are imitations with a successful DC 13 Insight check.\n\nAlternatively, as an action while the vision is summoned you can agree to revoke your claim on Perdita in exchange for her direct assistance. When you do so the parchment crumbles into dust and for the next minute the vision curses a creature of your choice within 30 feet (as __bestow curse_ , save DC 13) after which she disappears. Once you have revoked your claim in this way, you can never invoke Perdita\u2019s true name again.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Common", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "perfect-disguise-a5e", "fields": {"name": "Perfect Disguise", "desc": "This set of novelty glasses has a comically-oversized false nose along with a thick fake mustache and bushy eyebrows. These glasses have 3 charges and regain 1 charge each dawn. While wearing the glasses you can expend 1 charge to cast the spell __disguise self_ (save DC 14). \n\nHowever, you cannot mask the glasses themselves using __disguise self_ in this way\u2014no matter how your disguise looks, it includes the novelty glasses.\n\nIf you expend the last charge, roll a d20\\. On a result of 5 or less, the _perfect disguise_ is glued to your face (as _sovereign glue_ ) and it becomes a mundane item.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "perfume-vile-a5e", "fields": {"name": "Perfume Vile", "desc": "You can use a bonus action to spray perfume from this fashionable bottle, immediately dispelling any foul odors on a creature or object of Large size or smaller and leaving behind only the faint smell of peonies that lasts for 1d4 hours. The bottle has enough perfume in it for 20 sprays.\n\nAlternatively, you can use an action to throw the bottle at a point within 30 feet, creating a 20-foot radius sphere of pink gas centered where it hits. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for 1d4 rounds. A creature that enters the area or starts its turn there makes a Constitution _saving throw_ (DC equal to the number of perfume sprays remaining) or it takes 1d4 poison damage and becomes stunned for 1 round. Creatures already wearing the perfume have _advantage_ on this saving throw.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "periapt-of-health-a5e", "fields": {"name": "Periapt of Health", "desc": "While wearing this pendant, you are immune to _diseases_ (you cannot contract any disease, and the effects if any ongoing diseases are suppressed).", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "periapt-of-proof-against-poison-a5e", "fields": {"name": "Periapt of Proof Against Poison", "desc": "A slick film surrounds this delicate pendant and makes it shimmer. While wearing this pendant, you are immune to poison damage and the _poisoned_ condition.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "periapt-of-wound-closure-a5e", "fields": {"name": "Periapt of Wound Closure", "desc": "Engraved with symbols of healing, this warm silver pendant prevents you from dying.\n\n* While wearing this pendant, you automatically stabilize when dying. You may still roll your Death _saving throw_ to try and roll a 20, but may only roll once on each of your turns and no more than three times.\n* Whenever you roll a Hit Die to regain hit points, you regain twice as many as normal.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "philter-of-love-a5e", "fields": {"name": "Philter of Love", "desc": "After drinking this philter, the next time you see a creature in the next 10 minutes, you become _charmed_ by that creature for 1 hour. If you would normally be attracted to the creature, while charmed you believe it to be your true love.", "document": 39, "page_no": null, "type": "Potion", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "phoenix-feather-cap-a5e", "fields": {"name": "Phoenix-Feather Cap", "desc": "While attuned to this stylish cap, you can cast __fly_ on yourself at will without the need for components. In addition, the cap has 2 charges. You can use an action to expend a charge to use Wild Shape as if you were a _druid_ of 10th level. While using Wild Shape, you always retain one distinctive visual characteristic no matter what beast you are transformed into. The cap regains all of its expended charges whenever you finish a _short or long rest_ .", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Legendary", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "pipes-of-haunting-a5e", "fields": {"name": "Pipes of Haunting", "desc": "Using these pipes requires proficiency with wind instruments. You can use an action and expend 1 charge to play them and create an eerie, spellbinding tune. Each creature within 30 feet that hears you play makes a DC 15 Wisdom _saving throw_ or becomes _frightened_ of you for 1 minute. You may choose for nonhostile creatures in the area to automatically succeed on the saving throw. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to these _pipes of haunting_ for 24 hours. The pipes have 3 charges and regain 1d3 charges each dawn.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "pipes-of-the-sewers-a5e", "fields": {"name": "Pipes of the Sewers", "desc": "You must be proficient with wind instruments to use these pipes. The pipes have 3 charges and regain 1d3 expended charges at dawn. \n\nYou can use an action to expend 1 to 3 charges and play the pipes, summoning a _swarm of rats_ for each expended charge. Summoned swarms are not under anyone\u2019s control and appear by the shortest available route, and if there are not enough rats within a half mile (at the Narrator\u2019s discretion) for this to take effect the expended charges are wasted and no swarm is summoned.\n\nWhile you are using an action to play the pipes, you can make a Charisma check contested by the Wisdom check of a swarm of rats within 30 feet. On a failure, the swarm acts normally and is immune to the pipes for 24 hours. On a success, the swarm becomes friendly to you and your allies until you stop playing the pipes, following your commands. If not given any commands a friendly swarm defends itself but otherwise takes no actions. Any friendly swarm that begins its turn unable to hear music from the pipes breaks your control, behaving as normal and immune to the effects of the pipes for 24 hours.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "plague-doctors-mask-a5e", "fields": {"name": "Plague Doctor's Mask", "desc": "This waxed leather mask covers an entire humanoid face and resembles the beak of a bird. A pair of glass lenses allow you to see through it and the bill provides a constant smell of lavender. While attuned to the _plague doctor\u2019s mask_, you gain an expertise die on Constitution _saving throws_ against _diseases_ .\n\nWhen you spend your action to concentrate and inhale the fragrance inside the mask, you recall memories from the brilliant surgeon who created the item. This strips the mask of its magic but allows you to recall the details of a particularly dangerous case. You have advantage on Medicine checks made to treat any single nonmagical disease of your choice until the end of your next _long rest_ , at which point the memories vanish.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "plate-armor-of-etherealness-a5e", "fields": {"name": "Plate Armor of Etherealness", "desc": "While wearing and attuned to this set of armor, once per dawn you can use an action to cast the __etherealness_ spell. The spell lasts for 10 minutes, until the armor is removed, or until you use an action to end it.", "document": 39, "page_no": null, "type": "Armor", "rarity": "Legendary", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "poison-breath-bottle-a5e", "fields": {"name": "Poison Breath Bottle", "desc": "You can use an action to throw this green vial at a point within 20 feet. The vial shatters on impact and creates a 5-foot-radius cloud of poison gas. A creature that starts its turn in the cloud must succeed on a DC 12 Constitution _saving throw_ or take 2d6 poison damage and become _poisoned_ until the end of its next turn. The area inside the cloud is _lightly obscured_ . The cloud remains for 1 minute or until a strong wind disperses it.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "poisoners-almanac-a5e", "fields": {"name": "Poisoner\u2019s Almanac", "desc": "Poisonous botanicals were pressed into the pages of this tome long ago, and when found only 2d6 pages remain. You may tear out a page and dissolve it in any liquid over the course of 1 minute, transforming it into oil of taggit. When dissolved in a potion, the potion becomes inert.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "portable-hole-a5e", "fields": {"name": "Portable Hole", "desc": "While not in use, this item appears as a cloth the color of darkness. When unfolded, it opens up into a circular sheet that is 6 feet in diameter. \n\nYou can use an action to unfold the _portable hole_ on a stable solid surface. When unfolded, the item creates a hole 10 feet deep that leads to a cylindrical extra dimensional space which cannot be used to create open passages. Closing the hole requires an action and involves you taking a hold of the edges and folding it up. No matter its contents, the hole weighs next to nothing. \n\nFood or water placed in a closed _portable hole_ immediately and permanently lose all nourishing qualities\u2014after being in the item, water no longer slakes thirst and food does not sate hunger or nourish. In a similar fashion, the body of a dead creature placed in the portable hole cannot be restored to life by __revivify , raise dead_ , or other similar magic. Breathing creatures inside a closed _portable hole_ can survive for up to 2d4 minutes divided by the number of creatures (minimum 1 minute), after which time they begin to _suffocate_ .\n\nCreatures inside the hole while it\u2019s open can exit the hole by simply climbing out. A creature still within the hole can use an action to make a DC 10 Strength check to escape as it is being closed. On a success, the creature appears within 5 feet of the item or creature carrying it.\n\nPlacing a _portable hole_ inside another extradimensional storage device such as a _bag of holding_ or __handy haversack_ results in planar rift that destroys both items and pulls everything within 10 feet into the Astral Plane. The rift then closes and disappears.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "portraiture-gremlin-a5e", "fields": {"name": "Portraiture Gremlin", "desc": "This Tiny ethereal white goblinoid sits within a small iron box and is surrounded by dabs of pigments. The box has a switch that when pressed strikes the gremlin on the head with a tiny hammer. Whenever the gremlin is hit by the hammer it rapidly paints whatever it sees out of the small porthole at the front of the box. The gremlin takes 1 minute to finish the picture and the result is a perfectly accurate painting, albeit miniature. The gremlin comes with enough pigments for 5 paintings and each subsequent painting requires paints worth at least 12 gold. ", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "potion-of-animal-friendship-a5e", "fields": {"name": "Potion of Animal Friendship", "desc": "After drinking this potion, for the next hour you can cast _animal friendship_ (save DC 13) at will.", "document": 39, "page_no": null, "type": "Potion", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "potion-of-clairvoyance-a5e", "fields": {"name": "Potion of Clairvoyance", "desc": "This dark liquid has a copper sheen. After drinking this potion, you are affected as if you had cast _clairvoyance_ .", "document": 39, "page_no": null, "type": "Potion", "rarity": "Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "potion-of-climbing-a5e", "fields": {"name": "Potion of Climbing", "desc": "After drinking this potion, for the next hour you gain a climbing speed equal to your Speed. While the effect lasts, you have _advantage_ on checks made to climb.", "document": 39, "page_no": null, "type": "Potion", "rarity": "Common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "potion-of-diminution-a5e", "fields": {"name": "Potion of Diminution", "desc": "A golden acorn floats in the translucent liquid, dropping from the top of the vial and floating back up every few seconds. After drinking this potion, your size is reduced by half (as the __enlarge/reduce_ spell but without need for _concentration_ ) for 1d4 hours.", "document": 39, "page_no": null, "type": "Potion", "rarity": "Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "potion-of-flying-a5e", "fields": {"name": "Potion of Flying", "desc": "The pale blue liquid in this vial floats leaving a gap at the bottom. After drinking this potion, for the next hour you gain a flying speed equal to your Speed and the ability to hover. If the effect ends while you are in midair you fall unless another item or effect stops you.", "document": 39, "page_no": null, "type": "Potion", "rarity": "Very Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "potion-of-gaseous-form-a5e", "fields": {"name": "Potion of Gaseous Form", "desc": "The pale, translucent liquid in this vial causes the flask to float slightly. After drinking this potion, for the next hour you are affected as if you had cast __gaseous form_ (but without the need for _concentration_ ). You can use a bonus action to end the effect early.", "document": 39, "page_no": null, "type": "Potion", "rarity": "Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "potion-of-giant-strength-a5e", "fields": {"name": "Potion of Giant Strength", "desc": "After you drink this potion, for the next hour your Strength score increases to match the giant whose parts were used to create it (see Table: Potion of Giant Strength). The potion has no effect if your Strength is equal to or greater than the giant\u2019s Strength score.\n\n__**Table: Potion of Giant Strength**__\n| **Giant** | **Strength Score** | **Rarity** | **Cost** | **Appearance** |\n| ------------- | ------------------ | ---------- | --------- | -------------------- |\n| _Hill giant_ | 20 | Uncommon | 300 gp | Muddy, gray |\n| _Frost giant_ | 22 | Rare | 800 gp | Transparent, viscous |\n| _Stone giant_ | 23 | Rare | 800 gp | Silver, shimmering |\n| _Fire giant_ | 25 | Rare | 2,000 gp | Orange, volatile |\n| _Cloud giant_ | 27 | Very rare | 5,000 gp | Opaque white |\n| _Storm giant_ | 29 | Legendary | 52,500 gp | Swirling black |", "document": 39, "page_no": null, "type": "Potion", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "potion-of-growth-a5e", "fields": {"name": "Potion of Growth", "desc": "A golden acorn floating in this translucent liquid grows and retracts roots every few seconds. After drinking this potion, for the next 1d4 hours your size is doubled (as the __enlarge/reduce_ spell but without need for _concentration_ ).", "document": 39, "page_no": null, "type": "Potion", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "potion-of-healing-a5e", "fields": {"name": "Potion of Healing", "desc": "Drinking this swirling red liquid restores hit points as detailed on the Potions of Healing table.\n\n__**Table: Potions of Healing**__\n| **Potion** | **Rarity** | **Hit Points** | **Cost** | **Carats needed** |\n| ------------------ | ---------- | -------------- | -------- | ----------------- |\n| _Healing_ | Common | 2d4+2 | 50 gp | 1 |\n| _Greater healing_ | Uncommon | 4d4+4 | 150 gp | 2 |\n| _Superior healing_ | Rare | 8d4+8 | 550 gp | 10 |\n| _Supreme healing_ | Rare | 10d4+20 | 1,500 gp | 50 |", "document": 39, "page_no": null, "type": "Potion", "rarity": "Common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "potion-of-heroism-a5e", "fields": {"name": "Potion of Heroism", "desc": "After drinking this glowing white potion, for the next hour you gain 10 temporary hit points and the benefits of the _bless_ spell (but without the need for _concentration_ ).", "document": 39, "page_no": null, "type": "Potion", "rarity": "Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "potion-of-invisibility-a5e", "fields": {"name": "Potion of Invisibility", "desc": "The silver liquid in this vial is visible only when shaken or disturbed. After drinking this potion, for the next hour you and anything you\u2019re wearing or carrying becomes _invisible_ . The effect ends early if you attack or cast a spell.", "document": 39, "page_no": null, "type": "Potion", "rarity": "Very Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "potion-of-mind-reading-a5e", "fields": {"name": "Potion of Mind Reading", "desc": "After drinking this fizzy deep green lime potion, for the next hour you are affected as if you had cast __detect thoughts_ (save DC 13).", "document": 39, "page_no": null, "type": "Potion", "rarity": "Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "potion-of-poison-a5e", "fields": {"name": "Potion of Poison", "desc": "This potion comes in many guises, and always appears to be a beneficial potion (most often the swirling red of a _potion of healing_ ). Its true intent, however, is deadly. \n\nWhen you drink this potion you take 3d6 poison damage and make a DC 13 Constitution _saving throw_ or become _poisoned_ . At the beginning of each of your turns while poisoned in this way, you take 3d6 poison damage. At the end of each of your turns you repeat the saving throw, decreasing the damage dealt by the poison by 1d6 for each successful save. You cease to be poisoned when the damage is reduced to 0.", "document": 39, "page_no": null, "type": "Potion", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "potion-of-resistance-a5e", "fields": {"name": "Potion of Resistance", "desc": "After you drink this potion, for the next hour you gain resistance to a single type of damage (chosen by the Narrator or determined randomly).\n\n__**Table: Potion of Resistance**__\n| **d10** | **Damage Type** |\n| ------- | --------------- |\n| 1 | Thunder |\n| 2 | Lightning |\n| 3 | Cold |\n| 4 | Poison |\n| 5 | Fire |\n| 6 | Psychic |\n| 7 | Acid |\n| 8 | Necrotic |\n| 9 | Radiant |\n| 10 | Force |", "document": 39, "page_no": null, "type": "Potion", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "potion-of-speed-a5e", "fields": {"name": "Potion of Speed", "desc": "An opaque gray liquid that occasionally flashes with sparks of electricity. After drinking this potion, for the next minute you gain the benefits of a _haste_ spell (without the need for _concentration_ ).", "document": 39, "page_no": null, "type": "Potion", "rarity": "Very Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "potion-of-water-breathing-a5e", "fields": {"name": "Potion of Water Breathing", "desc": "After drinking this murky blue potion, you are able to _breathe underwater_ for 1 hour.", "document": 39, "page_no": null, "type": "Potion", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "pouch-of-emergency-healing-a5e", "fields": {"name": "Pouch of Emergency Healing", "desc": "Twice per day, you can use an action to open this blue silk pouch and receive or bestow the benefits of one of the following spells: _cure wounds , greater restoration , healing word , lesser restoration ._", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "preserved-imps-head-a5e", "fields": {"name": "Preserved Imp\u2019s Head", "desc": "This dessicated head of a fiend mumbles occasionally as if trying to speak but cannot, its eyes and mouth sewn shut with a rough black cord. The head longs to escape this prison and return to Hell, shaking violently and cursing whenever it is within 60 feet of an active portal. \n\nAlternatively, as an action you can direct the head at a visible creature within 60 feet and cut the cord tying the imp\u2019s lips, causing it to burst into flames and making the spirit inside lash out. The target must make a DC 13 Dexterity _saving throw_ , taking 2d10 fire damage on a failed save, or half as much damage on a successful one.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "prismatic-gown-a5e", "fields": {"name": "Prismatic Gown", "desc": "While it always remains perfectly fitted to the wearer, this ballroom gown constantly shifts between thousands of colors, styles, cuts and patterns. While wearing the _prismatic gown_, you gain _advantage_ on _saving throws_ made for the effects of spells from the prismatic school due to the odd magic woven into it.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "prospectors-pick-a5e", "fields": {"name": "Prospector's Pick", "desc": "You gain a +1 bonus to _attack and damage rolls_ made with this magic war pick. Attacks with this weapon deal an extra 3d6 piercing damage to objects and creatures made of earth or stone.\n\nThe pick has 8 charges. As an action, you can expend 1 charge to magically disintegrate a 5-foot cube of nonmagical earth or unworked stone within 5 feet of you. Precious gems, metal ores, and objects not made of earth or stone are left behind. The pick regains 1d8 charges at dawn.", "document": 39, "page_no": null, "type": "Weapon", "rarity": "Very Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "protean-needlepoint-a5e", "fields": {"name": "Protean Needlepoint", "desc": "Always pristine, easy to thread\u2014and most importantly\u2014able to change its size to suit any purpose, this miraculous sewing needle promises to always be the right tool for the job. The needle\u2019s exact size randomly changes every hour, but you can also choose the form it takes by spending 1 minute threading it with the proper filament.\n\n**Cotton (Sharp Needle)**. Perfect for delicate stitching, beading, and general use.\n\n**Silk (Embroidery Needle)**. Ideal for more decorative needlework.\n\n**Wool (Canvas Needle)**. Large and blunt, for bulkier, loosely woven material.\n\n**Leather (Glover Needle)**. Big, sharp, made for punching through thick hide.\n\nThe _protean needlepoint_ can be used as an improvised weapon when it is sized as a canvas needle for wool (1 magical piercing damage) or a glover needle for leather (1d4 magical piercing damage). When you score a critical hit with it, the tip of the needle snaps off and it becomes a mundane item.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "pumpkin-bomb-a5e", "fields": {"name": "Pumpkin Bomb", "desc": "This pale white pumpkin is small enough to fit in the palm of a human hand. A macabre, grinning face is carved into one side, and a candle within burns an eerie purple flame. While its candle is lit, this pumpkin lantern shines _dim light_ in a 10-foot radius. The lantern\u2019s candle burns for 1 minute, after which the pumpkin instantly rots and loses its magic.\n\nUndead must make a DC 12 Wisdom _saving throw_ when entering the radius or when beginning their turn within the pumpkin\u2019s light, taking 3d6 radiant damage on a failed save or half as much on a success. Incorporeal undead have _disadvantage_ on this saving throw.\n\nThe pumpkin has AC 8 and 2 hit points. If the pumpkin is destroyed, all undead within 10 feet of it must make a DC 12 Wisdom _saving throw_ , taking 6d6 radiant damage on a failed save or half as much on a success.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "quick-canoe-paddle-a5e", "fields": {"name": "Quick Canoe Paddle", "desc": "This cocowood paddle has a long handle with a short but wide blade designed for long ocean voyages by canoe. Coats of lacquer on the paddle cause it to reflect light causing it to have an almost mirrored finish in the glare of the sun, and from a glance it\u2019s hard to believe that it has ever spent a minute in the water. \n\nThis paddle has 2 charges and regains 1 charge each dawn. You can speak its command word as an action while using a water vehicle, doubling the vehicle\u2019s speed until the start of your next turn. If you expend the last charge, roll a d20\\. On a result of 5 or less, the paddle loses its magical properties and becomes a mundane item.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "quiver-of-the-hunt-a5e", "fields": {"name": "Quiver of the Hunt", "desc": "While attuned to and wearing this ornate quiver, you can draw arrows, bolts, or sling stones as part of taking the Attack action with a bow, crossbow, or sling, producing an endless supply of missiles. The ammunition disappears upon impact, hit or miss, and disappears if passed to another creature to fire.\n\nWhile attuned to and wearing the rare version of the _quiver of the hunt,_ you can also use a bonus action to declare a target to be your quarry. You gain _advantage_ on Perception checks made to detect and Survival checks made to track the target, as well as Intelligence checks to determine its weaknesses. In addition, you deal an extra 1d6 damage on weapon attacks made against the target. The target remains your quarry for 8 hours, or until you cease _concentration_ (as if concentrating on a spell).", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "raiment-of-the-devouring-king-a5e", "fields": {"name": "Raiment of the Devouring King", "desc": "Ancient beyond meaning, the Devouring King known as Nyth\u2019Zerogg spreads across the multiverse, infecting a plane with a portion of himself before consuming it. Whether summoned or drawn by hunger, the mind-bending entity crosses black seas of infinity to gorge upon mortal civilizations and gods alike.\n\nRarely in the uncounted eons of his existence, the spore of the Devouring King is denied. In this reality primordial powers drove him back before he took root, destroying him almost completely. Of his titanic form only a piece of skull, a fragment of wing membrane, and a piece of its strange heart survived. Nyth'zerogg's might was such that even these pieces contain terrible power, housing a fragment of his essence and a shard of his alien psyche.\n\nSince Nyth\u2019Zerogg\u2019s destruction pieces of the raiment have shown up throughout history, ultimately destroying their bearers and causing untold devastation. The destruction that they have wrought is insignificant compared to the danger that they pose however, as these artifacts hold the key to restoring the spore of Nyth\u2019Zerogg so that he may consume all reality. The _Raiment of the Devouring King_ consists of three pieces: a cloak, a crown, and an orb. To attune to a piece, you must awaken it by pouring the blood of a recently sacrificed sapient creature onto it, allowing you to graft it to your body in a process that takes a minute, during which you are _incapacitated_ by agony. Once attuned, pieces can only be removed if you are killed.\n\n**Legends and Lore** Success on an Arcana or History check reveals the following:\n\n**DC 15** This is part of the _Raiment of the Devouring King,_ the remains of an ancient being who consumed worlds. \n\n**DC 18** There are three surviving pieces of the raiment: a cloak, a crown, and an orb.\n\n**DC 21** The cloak grants flight and teleportation, the crown transforms the wearer\u2019s body, and the orb enhances their mind.\n\n**Artifact Properties**\n\nWhile you are attuned to any piece of the _Raiment of the Devouring King,_ you are subject to Malignant Influence (see below) and gain the following benefits:\n\n* You cease aging and become immune to poison and disease.\n* You gain a pool of 8 charges that can be spent to fuel the _Raiment of the Devouring King\u2019s_ magical properties (save DC 19, +11 to hit with spell attacks). You regain 1d4+1 charges each dusk.\n\n**A Complete Set**\n\nBecause of their powerful desire to be together, no matter how many pieces of the Raiment of the Devouring King you wear they count as a single magic item for the purposes of attunement. For each additional piece of the Raiment of the Devouring King that you acquire, you gain the following benefits:\n\n**_Two Pieces._** Your pool of charges increases to 12\\. You can use an action to regain 1 expended charge by messily devouring an _incapacitated_ or _unconscious_ creature within your reach, killing it in the process. Creatures slain in this manner can only be returned to life by means of a _wish_ or __true resurrection ._\n\n_**Three Pieces.**_ Your pool of charges increases to 16\\. When you take a _short rest_ , you can extend tendrils into the ground and regain 1d4+1 charges by consuming natural energy within a 1-mile radius. All plant life in the area dies and beasts become _poisoned_ while in the area. This property can only be used in an area once per decade, after which it cannot support life for the next 10 years.\n\nYou cannot be permanently killed unless each piece of the raiment is cut from your body in conjunction with a carefully worded __wish_ spell. Instead, you return to life 1d3 days later.\n\n**Cloak of the Devouring King**\n\nThis deep jade cloak resembles a large piece of torn wing membrane. When attuned, it grafts to your back, reweaving muscle and bone and turning into a single leathery wing that grants a portion of Nyth\u2019zerogg\u2019s vitality.\n\n While attuned to the _Cloak of the Devouring King_, you gain the following benefits:\n\n* Your Constitution score is increased to 20\\. This property has no effect if your Constitution is equal to or greater than 20.\n* You gain a fly speed equal to your Speed.\n* You regain 1d8 hit points at the beginning of each of your turns if you have at least 1 hit point. If you lose a body part, you regrow the missing part within 1d6 days.\n* You may expend one or more charges to cast the following spells: _longstrider_ (1 charge), __misty step_ (2 charges), __blink_ (3 charges), _dimension door_ (4 charges), __plane shift_ (5 charges), or _teleport_ (5 charges)\n\n**Crown of the Devouring King**\n\nThe alabaster crown resembles a jagged piece of flat bone affixed to a crude iron band. When worn, it settles so that a single spoke of bone extends above the wearer's eye. When you attune to the skull, it grafts with your bone and grants a portion of Nyth\u2019zerogg\u2019s strength.\n\nWhile attuned to the _Crown of the Devouring King_, you gain the following benefits:\n\n* Your Strength score is increased to 20\\. This property has no effect if your Strength is equal to or greater than 20.\n* Your body transforms, turning a rubbery gray green as chitinous bone plates emerge from your skin. This counts as a suit of _1 leather_ if you are proficient with light armor, a suit of _1 breastplate_ if you are proficient with medium armor, or a suit of _1 full plate_ if you are proficient with heavy armor. This armor does not impose _disadvantage_ on Dexterity (Stealth) checks.\n* You can use an action to spend 1 charge to shape chitin and bone from your body into a +1 weapon. You may only have two such weapons in existence at a time. Any ammunition needed is created as the weapon is fired. You may spend 1 charge as part of an action to deliver touch spells through a weapon created in this manner by making a single weapon attack as a part of that action. A weapon created in this manner crumbles to dust a round after it leaves your person.\n* You may expend one or more charges to cast the following spells: __shield_ (1 charge), __enlarge/reduce_ (2 charges), __protection from energy_ (self only; 2 charges), _stoneskin_ (self only; 3 charges).\n\n**Orb of the Devouring King**\n\nThis crimson orb resembles a massive, calcified heart suspended on a crude chain. When the orb returns to life, hooked tendrils extend and burrow into your chest, lodging it there where it grants a portion of the god\u2019s mind and knowledge.\n\n While attuned to the _Orb of the Devouring King_, you gain the following benefits:\n\n* Choose Intelligence or Charisma. The chosen ability score is increased to 20\\. This property has no effect if the chosen ability score is equal to or greater than 20.\n* You gain a 1d10 expertise die on Intelligence checks.\n* When you take a short rest, you can recover an expended spell slot of 6th-level or higher by spending a number of charges equal to the level of the spell slot recovered.\n* You may expend one or more charges to cast the following spells: __detect thoughts_ (1 charge)_, suggestion_ (2 charges), __black tentacles_ (3 charges), _telekinesis_ (4 charges), _dominate monster_ (5 charges).\n\n**Malignant Influence**\n\nEach piece of the _Raiment of the Devouring King_ longs to be united with the others so that Nyth\u2019Zerogg may live again. While attuned to a piece of the artifact, you must succeed on a DC 18 Wisdom _saving throw_ once per month or gain a level of Malignant Influence, which cannot be removed while you are attuned to the _Raiment of the Devouring King._ With two pieces of the artifact attuned, you repeat the saving throw once per week, and when all three pieces of the artifact are attuned, you repeat the saving throw once per day.\n\n_**Level 1**._ You become obsessed with acquiring the other pieces of the _Raiment of the Devouring King_ and devote all of the time and resources at your disposal to the task.\n\n_**Level 2.**_ You become ravenous and must consume one living sapient being each day or gain a level of _fatigue_ that persists until you consume such a creature.\n\n_**Level 3.**_ You fall entirely under the sway of the Raiment of the Devouring King. You gain the Chaotic and Evil alignment traits, and you will stop at nothing to see Nyth\u2019Zerogg reborn. You immediately become an NPC under the Narrator\u2019s control.\n\n**Awakening Nyth\u2019Zerogg**\n\nIf all three pieces of the _Raiment of the Devouring King_ graft to a single host and they acquire three levels of Malignant Influence, the host\u2019s mind and soul are devoured as fuel for Nyth\u2019zerogg\u2019s reawakening. The exact consequences of such a reawakening are left to the Narrator but likely pose an extinction level threat to mortals and gods alike.\n\n**Destruction**\n\nMany attempts have been made to destroy pieces of the _Raiment of the Devouring King,_ yet they always reform. Some believe that they can only be destroyed by plunging a creature with all three pieces of the artifact grafted to its body into the heart of a star or a true flame in the center of the Elemental Plane of Fire\u2014though even this is just a theory.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Artifact", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "red-cloak-of-riding-a5e", "fields": {"name": "Red Cloak of Riding", "desc": "While wearing this scarlet cloak, you gain a +2 bonus to AC but have _disadvantage_ on Insight and Perception checks. In addition, when you are reduced to 0 hit points and wearing this cloak, you drop to 1 hit point instead. You can\u2019t use this feature again until you finish a _long rest_ .", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Very Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "reloader-gremlin-a5e", "fields": {"name": "Reloader Gremlin", "desc": "A tiny, ethereal gremlin squats motionless in this silver picture frame, which from a distance appears to contain a painting of the gremlin. The gremlin watches a particular device or mechanism. One minute after the device is triggered, the gremlin emerges from its frame, performs whatever actions are necessary to reset the device, and returns to its frame.\n\nThe gremlin is ethereal and unable to interact with objects and creatures on the Material Plane other than its frame and the device it watches.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "restorative-ointment-a5e", "fields": {"name": "Restorative Ointment", "desc": "This green glass jar holds 1d4+1 doses of a fresh-smelling mixture. You can use an action to swallow or apply one dose, restoring 2d8+2 hit points and curing both _poison_ and _disease_ .", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "rhinam-life-gem-a5e", "fields": {"name": "Rhinam Life Gem", "desc": "Able to swallow the life energies of an enemy in their final moments, these gems can then be used to extend the life of its owner and restore their health. Some believe the gods destroyed the Rhinam empire for the creation of these and most people treat them\u2014and beings using them\u2014as anathema.\n\nThe emerald green stones are all alike in appearance and instantly recognisable. Shaped into a palm-sized disc, they are the thickness of a finger and have rounded edges that are smooth to the touch. Etched in gold on both sides is the symbol of the Rhinam royal household: a rampant eagle clutching four spears.\n\nOnce per day you can, as an action, place the gem over the heart of a humanoid that died in the last minute. The gem then consumes the creature\u2019s soul and gains 1 charge. Nothing less than a __wish_ spell or divine intervention can restore the creature\u2019s spirit. Gems can hold a maximum of 10 charges.\n\nAfter spending a minute meditating on the gem, you can spend a charge to regain 4d12 hit points. Alternately, once a week you can spend a minute meditating to keep yourself from aging for the next week. When a charge is spent, roll 1d10\\. If the result is higher than the number of charges remaining, the gem can no longer be recharged and will shatter when its final charge is spent. Life gems are typically discovered with 1d4 charges.\n\n**_Curse._** Destroying a soul is a dark act that comes with many consequences. After using the Rhinam life gem, you may find yourself accosted by celestials and fiends alike, seeking either to destroy the object or obtain it for their own reasons. In addition, the Narrator may rule that using the life gem too many times means you gain the Evil alignment and emit a strong evil aura for the purposes of any feature, spell, or trait that detects or affects Evil creatures.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Very Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "ring-of-animal-influence-a5e", "fields": {"name": "Ring of Animal Influence", "desc": "While wearing this ring, you can expend 1 of its 3 charges to cast one of the following spells (save DC 13): _animal friendship , fear_ targeting only beasts that have an Intelligence of 3 or less, or _speak with animals_ . The ring regains 1d3 expended charges at dawn.", "document": 39, "page_no": null, "type": "Ring", "rarity": "Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "ring-of-battered-courage-a5e", "fields": {"name": "Ring of Battered Courage", "desc": "This jagged black ring made of volcanic rock is streaked with orange veins and uncomfortable to wear. While wearing this ring, you are immune to the _frightened_ condition. Additionally, while you are _bloodied_ , it grows hotter and grants the following benefits:\n\n* Your AC increases by 1 for each hostile creature (squads and swarms count as single creatures for this purpose) within 5 feet of you, to a maximum of +5.\n* When you hit a creature with a melee weapon attack, roll 1d8\\. Add the result to the attack\u2019s damage and gain the same amount of temporary hit points.\n\n_**Curse**_. You fail death _saving throws_ on a roll of 12 or lower. Additionally, this ring despises what it sees as cowardice. If you don armor or use a shield defensively, you lose all benefits of this ring for 1 week.\n\n_**Escalation.**_ When you show extraordinary courage in the face of certain death and emerge victorious, this ring\u2019s power can evolve, gaining one of the following features. For each power it gains, the threshold for successful death saving throws increases by 2.\n\n_Charge Into Danger._ As a bonus action while _bloodied_ , you can move up to your movement speed toward a hostile creature.\n\n_Coward\u2019s Bane._ Creatures never gain _advantage_ from being unseen on attack rolls against you and you always have ` Freelinking: Node title _damage recovery_ does not exist ` to poison damage.", "document": 39, "page_no": null, "type": "Ring", "rarity": "Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "ring-of-djinni-summoning-a5e", "fields": {"name": "Ring of Djinni Summoning", "desc": "While you are wearing this ring, you can use an action to speak its command word and choose an unoccupied space within 120 feet. You summon a _djinni_ from the Elemental Plane of Air in that space. It is friendly to you and your companions, and obeys any command you give it, no matter what language you use. If you do not command it, the djinni takes no other actions but to defend itself.\n\nThe djinni remains for up to 1 hour as long as you _concentrate_ (as if concentrating on a spell), or until it is reduced to 0 hit points. It then returns to its home plane. After the djinni departs, it cannot be summoned again for 24 hours. The ring becomes nonmagical if the djinni dies.", "document": 39, "page_no": null, "type": "Ring", "rarity": "Legendary", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "ring-of-elemental-command-a5e", "fields": {"name": "Ring of Elemental Command", "desc": "This ring is attuned to one of the four Elemental Planes, as determined by the Narrator. While wearing this ring, you have _advantage_ on _attack rolls_ against elementals from the linked plane, and they have _disadvantage_ on attack rolls against you. You can also expend 2 of the ring\u2019s charges to cast _` Freelinking: Node title dominate does not exist `_ monster on an elemental native to the linked plane. The ring imparts additional benefits based on the linked plane.\n\nThe ring has 5 charges and regains 1d4+1 charges at dawn. Spells cast from the ring have a save DC of 17.\n\n**Ring of Air Elemental Command**. You can speak and understand Auran. While wearing this ring, when you fall you descend at a rate of 60 feet per round and take no damage from landing. \nIf you help kill an air elemental while attuned to this ring, you gain the following:\n\n* Resistance to lightning damage.\n* A flying speed equal to your Speed and the ability to hover.\n* The ability to cast the following spells by expending the necessary charges: __chain lightning_ (3 charges), __gust of wind_ (2 charges), __wind wall_ (1 charge).\n\n**Ring of Earth Elemental Command.** You can speak and understand Terran. While wearing this ring, you are not slowed by _difficult terrain_ composed of rocks, dirt, and other earth. \nIf you help kill an earth elemental while attuned to this ring, you gain the following:\n\n* Resistance to acid damage.\n* The ability to move through solid rock and earth as if it were _difficult terrain_ . If you end your turn in those areas, you are pushed into the nearest unoccupied space you last occupied.\n* The ability to cast the following spells by expending the necessary charges: _stone shape_ (2 charges), __stoneskin_ (3 charges), _wall of stone_ (3 charges).\n\n**Ring of Fire Elemental Command**. You can speak and understand Ignan. While wearing this ring, you have resistance to fire damage. \nIf you help kill a fire elemental while attuned to the ring, you gain the following:\n\n* Immunity to fire damage.\n* The ability to cast the following spells by expending the necessary charges: _burning hands_ (1 charge), _fireball_ (2 charges), _wall of fire_ (3 charges).\n\n**Ring of Water Elemental Command.** You can speak and understand Aquan. While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground. \nIf you help kill a water elemental while attuned to the ring, you gain the following:\n\n* The ability to breathe underwater and have a swimming speed equal to your Speed.\n* The ability to cast the following spells by expending the necessary charges: _create or_ _destroy water_ (1 charge), _ice storm_ (2 charges), _control water_ (3 charges), _wall of ice_ (3 charges).", "document": 39, "page_no": null, "type": "Ring", "rarity": "Legendary", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "ring-of-evasion-a5e", "fields": {"name": "Ring of Evasion", "desc": "While wearing this ring, if you fail a Dexterity _saving throw_ , you can use your reaction to expend 1 charge to succeed instead. The ring has 3 charges and regains 1d3 expended charges at dawn.", "document": 39, "page_no": null, "type": "Ring", "rarity": "Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "ring-of-feather-falling-a5e", "fields": {"name": "Ring of Feather Falling", "desc": "While wearing this ring, when you fall you descend at a speed of 60 feet per round and take no damage from landing.", "document": 39, "page_no": null, "type": "Ring", "rarity": "Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "ring-of-free-action-a5e", "fields": {"name": "Ring of Free Action", "desc": "While wearing this ring, you are not slowed by _difficult terrain_ , and magic cannot cause you to be _restrained_ , _paralyzed_ , or slow your movement.", "document": 39, "page_no": null, "type": "Ring", "rarity": "Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "ring-of-inspiration-storing-a5e", "fields": {"name": "Ring of Inspiration Storing", "desc": "Sages and scholars argue about the nature of these rings, their very existence as much a mystery as the creatures that supposedly forged them. Though all of them look slightly different, at their core is a strand of destiny spun by a _fateholder_ to subtly empower and guide its pawns.\n\nThis ring stores inspiration and holds it for later use. While wearing this ring, you can choose to gain and use the inspiration stored within it. Once the inspiration is used, it is no longer stored within the ring.\n\nWhen found, the ring contains 1d4 \u2013 1 inspiration, as determined by the Narrator. The ring can store up to 4 inspiration at a time. To store inspiration, a creature with inspiration spends a _short rest_ wearing the ring and chooses to bestow it. The inspiration has no immediate effect.\n\nIn addition, whenever inspiration from within the ring is used the Narrator may choose to grant a vision of possible future events of great import.", "document": 39, "page_no": null, "type": "Ring", "rarity": "Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "ring-of-invisibility-a5e", "fields": {"name": "Ring of Invisibility", "desc": "While wearing this ring, you can use an action to turn _invisible_ along with anything you are carrying or wearing. You remain invisible until the ring is removed, you attack or cast a spell, or you use a bonus action to become visible.", "document": 39, "page_no": null, "type": "Ring", "rarity": "Legendary", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "ring-of-jumping-a5e", "fields": {"name": "Ring of Jumping", "desc": "While wearing this ring, you can use a bonus action to cast the _jump_ spell on yourself.", "document": 39, "page_no": null, "type": "Ring", "rarity": "Uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "ring-of-mind-shielding-a5e", "fields": {"name": "Ring of Mind Shielding", "desc": "While wearing this ring, creatures cannot magically read your thoughts, know if you\u2019re lying, or discern your creature type, and you can only be communicated with telepathically if you allow it.\n\nIf you die while wearing this ring, your soul enters the ring upon death, unless another soul already occupies it. You choose when your soul leaves the ring. While within the ring, you can communicate telepathically with anyone wearing it (this communication cannot be prevented.)\n\nYou can use an action to make the ring _invisible_ , and it remains so until it is removed, you die, or you use an action to make it visible.", "document": 39, "page_no": null, "type": "Ring", "rarity": "Uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "ring-of-protection-a5e", "fields": {"name": "Ring of Protection", "desc": "While wearing this ring, you gain a +1 bonus to Armor Class and _saving throws_ .", "document": 39, "page_no": null, "type": "Ring", "rarity": "Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "ring-of-regeneration-a5e", "fields": {"name": "Ring of Regeneration", "desc": "While wearing this ring, as long as you have at least 1 hit point you regain 1d6 hit points every 10 minutes. As long as you have at least 1 hit point the entire time, when you lose a body part over the next 1d6 + 1 days it completely regrows and you regain full functionality.", "document": 39, "page_no": null, "type": "Ring", "rarity": "Very Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "ring-of-resistance-a5e", "fields": {"name": "Ring of Resistance", "desc": "While wearing this ring, you have resistance to one type of damage based on the ring\u2019s gemstone (either chosen by the Narrator or determined randomly).\n\n__**Table: Ring of Resistance**__\n| **d10** | **Damage Type** | **Gem** |\n| ------- | --------------- | ----------- |\n| 1 | Acid | Peridot |\n| 2 | Cold | Aquamarine |\n| 3 | Fire | Garnet |\n| 4 | Force | Sapphire |\n| 5 | Lightning | Citrine |\n| 6 | Necrotic | Labradorite |\n| 7 | Poison | Amethyst |\n| 8 | Psychic | Moonstone |\n| 9 | Radiant | Topaz |\n| 10 | Thunder | Spinel |", "document": 39, "page_no": null, "type": "Ring", "rarity": "Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "ring-of-shooting-stars-a5e", "fields": {"name": "Ring of Shooting Stars", "desc": "While wearing this ring, if you are in _dim light or darkness_ you can use an action to cast _dancing lights_ or _light_. The ring has 6 charges and regains 1d6 expended charges at dawn.\n\n**Faerie Fire.** You can use an action and expend 1 charge to cast _faerie fire ._\n\n**Ball Lightning**. You can use an action and expend 2 charges to create up to four 3-foot-diameter lightning spheres. The number of spheres created determines each sphere\u2019s intensity (see Table: Ball Lightning), each sheds light in a 30-foot radius, and they remain up to 1 minute as long as you _concentrate_ (as if concentrating on a spell). As a bonus action, you can move each sphere up to 30 feet, but no further than 120 feet from you.\n\nWhen a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and then disappears. The creature makes a DC 15 Dexterity _saving throw_ or takes lightning damage based on the sphere\u2019s intensity.\n\nShooting Stars. You can use an action to expend 1 to 3 charges. For each expended charge, you shoot a glittering mote of light at a point you can see within 60 feet where it explodes in a 15-foot-cube of sparks. Each creature in the area makes a DC 15 Dexterity _saving throw_ , taking 5d4 fire damage on a failed save, or half damage on a success.\n\n__**Table: Ball Lightning**__\n| **Spheres** | **Lightning Damage** |\n| ----------- | -------------------- |\n| 1 | 4d12 |\n| 2 | 5d4 |\n| 3 | 2d6 |\n| 4 | 2d4 |", "document": 39, "page_no": null, "type": "Ring", "rarity": "Very Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "ring-of-spell-storing-a5e", "fields": {"name": "Ring of Spell Storing", "desc": "This ring stores spells cast into it, and holds them for later use. While wearing this ring, you can cast any spell stored within it. The spell has the slot level, spell save DC, spell attack modifier, and spellcasting ability of the original caster. Once the spell is cast, it is no longer stored within the ring.\n\nWhen found, the ring contains 1d6 \u2013 1 levels of stored spells, as determined by the Narrator. The ring can store up to 5 levels worth of spells at a time. To store a spell, a creature casts any spell of 1st- to 5th-level while touching the ring. The spell has no immediate effect. The level the spell is cast at determines how much space it uses. If the ring cannot store the spell, the spell fails and the spell slot is wasted.", "document": 39, "page_no": null, "type": "Ring", "rarity": "Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "ring-of-spell-turning-a5e", "fields": {"name": "Ring of Spell Turning", "desc": "While wearing this ring, you have _advantage_ on _saving throws_ against spells that target only you (not an area of effect spell). Additionally, on a saving throw with a natural 20 if the spell is 7th-level or lower, the spell instead targets the caster, using their original slot level, spell save DC, spell attack modifier, and spellcasting ability.", "document": 39, "page_no": null, "type": "Ring", "rarity": "Legendary", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "ring-of-swimming-a5e", "fields": {"name": "Ring of Swimming", "desc": "While wearing this ring, you have a swim speed of 40 feet.", "document": 39, "page_no": null, "type": "Ring", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "ring-of-telekinesis-a5e", "fields": {"name": "Ring of Telekinesis", "desc": "While wearing this ring, you can cast __telekinesis_ , but you are only able to target unattended objects.", "document": 39, "page_no": null, "type": "Ring", "rarity": "Very Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "ring-of-the-ram-a5e", "fields": {"name": "Ring of the Ram", "desc": "This ring has 3 charges and regains 1d3 expended charges at dawn. While wearing this ring, you can use an action to expend 1 to 3 charges and choose a creature you can see within 60 feet. A spectral ram\u2019s head launches from the ring to slam into the creature, making its _attack roll_ with a +7 bonus. On a hit, for every expended charge the attack deals 2d10 force damage and the creature is pushed 5 feet away. \n\nAdditionally, you can use an action to expend 1 to 3 charges to break an unattended object you can see within 60 feet. The ring makes a Strength check with a +5 bonus for each expended charge", "document": 39, "page_no": null, "type": "Ring", "rarity": "Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "ring-of-the-vengeance-seeker-a5e", "fields": {"name": "Ring of the Vengeance Seeker", "desc": "This silver ring is set with an exquisite emerald. As an action, you can rotate the ring three times on your finger, casting the __poison skin_ spell. When cast in this way, the effect of the bright colors gives the appearance of brilliantly-colored makeup, face paint, or hair dye, removing the _disadvantage_ to Stealth. Recognizing the coloring for what it is requires a DC 14 Arcana check. Once the ring has been used in this way, it cannot be used until the next evening.\n\nYou can also use an action to release the gem from its setting and drop it into a container of liquid no larger than a mug of ale. The liquid functions as a truth serum. Once the gem is removed, the ring becomes a mundane item.", "document": 39, "page_no": null, "type": "Ring", "rarity": "Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "ring-of-three-wishes-a5e", "fields": {"name": "Ring of Three Wishes", "desc": "While wearing this ring, you can use an action to expend 1 of its 3 charges to cast __wish_ . When all the ring\u2019s charges are expended, it loses its magic.", "document": 39, "page_no": null, "type": "Ring", "rarity": "Legendary", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "ring-of-warmth-a5e", "fields": {"name": "Ring of Warmth", "desc": "While wearing this ring, you have resistance to cold damage. Additionally, you and anything you are wearing or carrying remain unharmed by temperatures as low as \u201350\u00b0 Fahrenheit (\u201346\u00b0 Celsius).", "document": 39, "page_no": null, "type": "Ring", "rarity": "Uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "ring-of-water-walking-a5e", "fields": {"name": "Ring of Water Walking", "desc": "While wearing this ring, you can choose to stand on or move across any liquid surface as if it were solid ground.", "document": 39, "page_no": null, "type": "Ring", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "ring-of-x-ray-vision-a5e", "fields": {"name": "Ring of X-Ray Vision", "desc": "While wearing this ring, you can use an action to speak its command word and see through solid objects and matter in a 30-foot radius for 1 minute. Solid objects within the radius appear ghostly and transparent, allowing light to pass through them. You can see through up 3 feet of wood and dirt, 1 foot of stone, and 1 inch of common metal (thicker materials or a thin sheet of lead block the vision).\n\nWhen you use this ring again before taking a _long rest_ , you make a DC 15 Constitution _saving throw_ or suffer one level of _fatigue_ and one level of _strife_ .", "document": 39, "page_no": null, "type": "Ring", "rarity": "Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "robe-of-eyes-a5e", "fields": {"name": "Robe of Eyes", "desc": "Numerous upraised eyes are sewn into the fabric of this robe. You gain the following benefits while attuned to and wearing the robe:\n\n* _Advantage_ on sight-based Perception checks.\n* Darkvision to a range of 120 feet.\n* The ability to see 120 feet into the Ethereal Plane.\n* The ability to see _invisible_ creatures and objects within 120 feet.\n* The ability to see in all directions.\n* You are always considered to have your eyes open and may not close or avert them.\n\n When a _daylight_ or __light_ spell is cast within 5 feet of you or on the robe, you are _blinded_ for 1 minute. At the end of each of your turns, you make a DC 11 (_light)_ or DC 15 (_daylight_) Constitution _saving throw_ to end the condition.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "robe-of-scintillating-colors-a5e", "fields": {"name": "Robe of Scintillating Colors", "desc": "While wearing and attuned to this robe of stimulating and lively colors, you can use an action to expend 1 charge and make the garment to emit _bright kaleidoscopic light_ for 30 feet and dim light for an additional 30 feet. The light lasts until the end of your next turn. Creatures that can see you have _disadvantage_ on _attack rolls_ against you, and creatures within 30 feet that can see you when the light is emitted make a DC 15 Wisdom _saving throw_ or are _stunned_ until the end of your next turn.\n\nThe robe has 3 charges and regains 1d3 expended charges at dawn.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Very Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "robe-of-stars-a5e", "fields": {"name": "Robe of Stars", "desc": "This robe is the color of the night sky and has a half dozen magical metal stars sewn into it. You gain the following benefits while attuned to and wearing the robe:\n\n* A +1 bonus to _saving throws_\n* You can use an action to shift to the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return, appearing either in the space you last occupied or the nearest unoccupied space.\n\nUp to 6 times each day, you can use an action to pull a star from the robe to cast _magic missile_ (as a 5th-level spell). At dusk 1d6 removed stars reappear.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Very Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "robe-of-the-archmagi-a5e", "fields": {"name": "Robe of the Archmagi", "desc": "This elegant garment is adorned with runes sewn with metallic thread. You gain the following benefits while attuned to and wearing the robe:\n\n* While not wearing armor, your Armor Class is 15 + your Dexterity modifier.\n* Advantage on _saving throws_ against spells and other magical effects.\n* Your _spell save DC and spell attack bonus_ are increased by 2.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Legendary", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "robe-of-useful-items-a5e", "fields": {"name": "Robe of Useful Items", "desc": "Leather patches of various shapes and colors are sewn into this robe. While attuned to and wearing the robe, you can use an action to detach one of the patches, causing it to become the object it represents. Once the last patch is removed, the robe loses its magical properties.\n\nThe robe has two of each of the following patches: \n\n* _Dagger_\n* _Bullseye lantern_ (filled and lit)\n* _Steel mirror_\n* 10-foot _pole_\n* _Hempen rope_ (50 feet, coiled)\n* _Sack_\n\nIn addition, the robe has 4d4 other patches (either chosen by the Narrator or randomly determined).\n\n__**Table: Robe of Useful Items**__\n| **d100** | **Patch** |\n| -------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |\n| 01\u201302 | Spade, _bucket_ |\n| 03\u201304 | Pair of empty _waterskins_ |\n| 05\u201306 | Luxurious _blanket_ |\n| 07\u201308 | _Grappling hook_ |\n| 09\u201310 | 10 _iron spikes_ |\n| 11\u201312 | _Miner\u2019s pick_ |\n| 13\u201314 | 10 _pitons_ |\n| 15\u201318 | _Wheelchair_ |\n| 19\u201320 | _Flash bomb_ , _smoke bomb_ |\n| 21\u201322 | _Block and tackle_ , _bar of soap_ |\n| 23\u201325 | Chalk, _crowbar_ , hammer |\n| 26 | _Medium cage_ |\n| 27\u201329 | Roll 1d4 (1: _fishing snare_ , 2: _hunting snare_ , 3\u20134: _hunting trap_ ) |\n| 30 | _Sled_ |\n| 31\u201332 | _Cold weather gear_ |\n| 33\u201335 | Roll 1d4 (1\u20132: _one person tent_ , 3: _two person tent_ , 4: _communal tent_ ) |\n| 36\u201337 | 2 _alchemical torches_ |\n| 38 | Blank _spellbook_ |\n| 39\u201340 | 10-foot _chain_ |\n| 41\u201342 | _Tinderbox_ |\n| 43\u201344 | _Signal whistle_ and a _small bell_ |\n| 45\u201346 | _Backpack_ |\n| 47\u201350 | 4 bags of _caltrops_ |\n| 51 | _Mosquito netting_ |\n| 52\u201355 | _Prosthetic leg or foot_ |\n| 56\u201359 | 4 bags of _ball bearings_ |\n| 60 | _Large cage_ |\n| 61\u201362 | _Merchant\u2019s scales_ , stick of _incense_ |\n| 63 | _Barrel_ |\n| 64\u201366 | _Prosthetic arm or hand_ |\n| 67\u201368 | Bottle of ink, inkpen, sealing wax, 2 sheets of paper |\n| 69\u201370 | Vial of perfume |\n| 71\u201372 | _Portable ram_ |\n| 73 | _Huge cage_ |\n| 74\u201375 | _Marshland gear_ |\n| 76\u201379 | _Antitoxin_ |\n| 80\u201381 | _Healer\u2019s satchel_ (10 uses) |\n| 82\u201383 | 10 _bandages_ sealed in oilskin |\n| 84\u201386 | _Cart_ |\n| 87\u201389 | _12-foot long rowboat_ |\n| 90 | _Lock_ |\n| 91\u201392 | Pit (a cube 10 feet on a side) which you can place on the ground within 10 feet |\n| 93\u201394 | _Greataxe_ |\n| 95\u201396 | 24-foot long wooden folding ladder (each section is 6 feet) |\n| 97\u201398 | Fully glazed window that changes to fit a hole in a wall no larger than 10 feet in any direction |\n| 99\u2013100 | Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach (the door conforms to fit the opening, attaching and hinging itself) |", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "rod-of-absorption-a5e", "fields": {"name": "Rod of Absorption", "desc": "While holding this rod, when you are the only target of a spell you can use your reaction to absorb it as it is being cast. An absorbed spell has no effect and its energy is stored within the rod. The spell\u2019s energy equals the spell levels used to cast it. The rod can store up to 50 spell levels worth of energy over the course of its existence. The rod cannot hold more than 50 spell levels worth of energy. If the rod does not have the space to store a spell and you try to absorb it, the rod has no effect.\n\nAfter attuning to the rod you know how much energy it currently contains and how much it has held over the course of its existence. A spellcaster can expend the energy in the rod and convert it to spell slots\u2014for example, you can expend 3 spell levels of energy from the rod to cast a 3rd-level spell, even if you no longer have the spell slots to cast it. The spell must be a spell you know or have prepared, at a level you can cast it, and no higher than 5th-level.\n\nWhen found the rod contains 1d10 spell levels. A rod that can no longer store energy and no longer has any energy remaining within it loses its magical properties.", "document": 39, "page_no": null, "type": "Rod", "rarity": "Very Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "rod-of-alertness-a5e", "fields": {"name": "Rod of Alertness", "desc": "While holding this rod, you have _advantage_ on Perception checks and _initiative_ rolls, and as an action you can cast the following spells: __detect evil and good , detect magic , detect poison and disease ,_ see __invisibility ._\n\n**Protective Aura**. Once per dawn, you can use an action to plant the rod in the ground and speak its command word, causing it to emit _bright light_ in a 60-foot radius and dim light for an additional 60 feet. While in the bright light, you and creatures friendly to you gain a +1 bonus to AC and _saving throws_ and can sense the location of any _invisible_ hostile creature also in the bright light.\n\nThe rod stops glowing and the effect ends after 10 minutes, or sooner if a creature uses an action to pull the rod from the ground.", "document": 39, "page_no": null, "type": "Rod", "rarity": "Very Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "rod-of-entropy-a5e", "fields": {"name": "Rod of Entropy", "desc": "This skull-topped rod can be used as a club that grants a +1 bonus to _attack and damage rolls_ and deals an extra 1d6 necrotic damage.\n\nThe rod has 3 charges and regains 1d3 expended charges at dawn. As an action, you can expend the rod\u2019s charges, increasing entropy in a 15-foot cone. Each creature in the area makes a DC 15 Constitution _saving throw_ . On a failure, the target takes 3d8 necrotic damage per charge expended, or half the damage on a success. A creature killed by this damage decays and becomes an inanimate skeleton. In addition, nonmagical objects in the area that are not being carried or worn experience rapid aging. If you expended 1 charge, soft materials like leather and cloth rot away, and liquid evaporates. If you expended 2 charges, hard organic materials like wood and bone crumble, and iron and steel rust away. Expending 3 charges causes Medium or smaller stone objects to crumble to dust.", "document": 39, "page_no": null, "type": "Rod", "rarity": "Very Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "rod-of-lordly-might-a5e", "fields": {"name": "Rod of Lordly Might", "desc": "You have a +3 bonus to _attack and damage rolls_ made with this rod, which appears as a magical mace in its default form. When you hit a creature with a weapon attack using the rod, you can activate one of the following three properties, each of which can be used once per dawn:\n\n* **Drain Life:** The target makes a DC 17 Constitution _saving throw_ , taking an extra 4d6 necrotic damage on a failure. You regain a number of hit points equal to half the necrotic damage dealt.\n* **Paralyze:** The target makes a DC 17 Strength _saving throw_ or is _paralyzed_ for 1 minute. At the end of each of its turns, it repeats the saving throw, ending the effect on a success.\n* **Terrify:** The target makes a DC 17 Wisdom _saving throw_ or is _frightened_ for 1 minute. At the end of each of its turns, it repeats the saving throw, ending the effect on a success.\n\n**Six Buttons.** The rod has buttons along its haft which alter its form when pressed. You can press one of the buttons as a bonus action, and the effect lasts until you push a different button for a new effect, or press the same button again causing the rod to revert to its default form.\n\n* **Button 1:** The rod loses its bonus to attack and damage rolls, instead producing a fiery blade from its haft which you can wield as a _flame tongue_ sword.\n* **Button 2:** The rod transforms into a magic battleaxe.\n* **Button 3:** The rod transforms into a magic spear.\n* **Button 4:** The rod transforms into a climbing pole up to 50 feet long. A spike at the bottom and three hooks at the top anchor the pole into any surface as hard as granite. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, forming a ladder. The pole can bear up to 4,000 pounds. Either excess weight or a lack of solid anchoring causes the rod to revert to its default form.\n* **Button 5:** The rod transforms into a handheld battering ram that grants a +10 bonus to Strength checks made to break through doors, barricades, and other barriers.\n* **Button 6:** The rod assumes or remains in its default form and indicates magnetic north, and how far above or below ground that you are. Nothing happens if this function is used in a location without a magnetic north, or a ground as a reference point.", "document": 39, "page_no": null, "type": "Rod", "rarity": "Legendary", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "rod-of-rulership-a5e", "fields": {"name": "Rod of Rulership", "desc": "Once per dawn, while holding this rod you can use an action to command obedience. Each creature of your choice that you can see within 120 feet makes a DC 15 Wisdom _saving throw_ . On a failure, a creature is _charmed_ by you for 8 hours. A creature charmed by you regards you as its trusted leader. The charm is broken if you or your companions either command a charmed creature to do something contrary to its nature, or cause the creature harm.", "document": 39, "page_no": null, "type": "Rod", "rarity": "Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "rod-of-security-a5e", "fields": {"name": "Rod of Security", "desc": "This rod provides a _haven_ for the decadent adventurer\u2014a safe place to wait out one's problems.\n\n**Supply Storage.** This rod can magically store up to 200 Supply. While holding the rod you can use an action to target up to 20 Supply you can see within 5 feet of you, which instantly vanishes and is stored in the rod. You can\u2019t use this ability in paradise.\n\nA newly found rod has 2d100 Supply already stored.\n\n**Paradise.** While holding the rod, you can use an action to activate it and expend an amount of Supply (1 per creature) for yourself and each willing creature you can see. You and the other creatures are instantly transported into an extraplanar _haven_ that takes the form of any paradise you can imagine (or chosen at random using the Sample Paradises table). It contains enough Supply to sustain its visitors, and for each hour spent in paradise a visitor regains 10 hit points. Creatures don\u2019t age while in paradise, although time passes normally. To maintain the extraplanar space each day beyond the first, an amount of Supply equal to the number of visitors must be expended from the rod.\n\nApart from visitors and the objects they brought into the paradise, everything within the paradise can only exist there. A cushion taken from a palace paradise, for example, disappears when taken outside.\n\nWhen you expend the last Supply stored in the rod or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or the nearest unoccupied space, and the rod can\u2019t be used again until 10 days have passed.\n\n__**Table: Sample Paradises**__\n| **d6** | **Paradise** |\n| ------ | ------------------ |\n| 1 | Cloud castle |\n| 2 | Cozy tavern |\n| 3 | Fantastic carnival |\n| 4 | Luxurious palace |\n| 5 | Tranquil glade |\n| 6 | Tropical island |", "document": 39, "page_no": null, "type": "Rod", "rarity": "Legendary", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "rope-of-climbing-a5e", "fields": {"name": "Rope of Climbing", "desc": "This magical rope is 60 feet long, holds up to 3,000 pounds, and weighs only 3 pounds. While holding one end of the rope, you can use an action to speak a command word that animates it. With a bonus action, you can make the other end move toward a destination you choose. \n\nThe other end moves 10 feet on each of your turns until it reaches the point, moves its maximum length away, or you command it to halt. You may also command the rope to coil itself, knot itself, unknot itself, or fasten or unfasten itself.\n\nWhile knotted, the rope shortens to 50 feet as knots appear at 1 foot intervals along its length. Creatures have _advantage_ on checks made to climb the rope when it is used in this way.\n\nThe rope has AC 20 and 20 hit points. When damaged the rope recovers 1 hit point every 5 minutes. The rope is destroyed when reduced to 0 hit points.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "rope-of-entanglement-a5e", "fields": {"name": "Rope of Entanglement", "desc": "This magical rope is 60 feet long, holds up to 3,000 pounds, and weighs only 3 pounds. While holding one end of the rope, you can use an action to speak a command word that animates it. With a bonus action, you can make the other end move toward a destination you choose. \n\nThe other end moves 10 feet on each of your turns until it reaches the point, moves its maximum length away, or you command it to halt. You may also command the rope to coil itself, knot itself, unknot itself, or fasten or unfasten itself.\n\nWhile knotted, the rope shortens to 50 feet as knots appear at 1 foot intervals along its length. Creatures have _advantage_ on checks made to climb the rope when it is used in this way.\n\nThe rope has AC 20 and 20 hit points. When damaged the rope recovers 1 hit point every 5 minutes. The rope is destroyed when reduced to 0 hit points.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "rose-of-the-enchantress-a5e", "fields": {"name": "Rose of the Enchantress", "desc": "While you are _concentrating_ on a spell of 3rd-level or lower and attuned to this item, you can use a bonus action to activate it. Once activated, the rose maintains concentration on the spell for you for the duration or until you use another bonus action to stop the rose\u2019s concentration. \n\nThe rose has 10 petals. When it is activated, a number of petals drop from the rose equal to the level of the spell it is concentrating on. At the end of each minute the spell continues, an equal number of petals drop from the rose. When its last petal falls the rose wilts and its magic is lost.\n\nAlternatively, if the rose is thrown against the ground, the magic inside of it implodes and frays magical energies in a 15-foot radius (as the __dispel magic_ spell, gaining a bonus to any spellcasting ability checks equal to its number of petals).", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "ruyi-jingu-bang-a5e", "fields": {"name": "Ruyi Jingu Bang", "desc": "You gain a +2 bonus to _attack and damage rolls_ made with this staff.\n\nAs an action you can command either or both ends of the staff to lengthen or shorten up to a total of 10 feet without increasing its weight. This expansion is quick but not fast enough to use as part of an attack. If the staff is longer than twice your height, weapon attacks with it have _disadvantage_ . There is no limit to the length the staff can reach. The shortest it can shrink is 5 inches, at which point it has retracted entirely into its handle and appears to be a heavy sewing needle.\n\nYou can also use an action to command the staff to increase or decrease in weight and density by up to 1 pound per round. If the staff\u2019s weight exceeds 10 lbs., any attacks made with it have _disadvantage_ , and if its weight increases to 17 lbs. or more it cannot be effectively used as a weapon. Like its length, there is no apparent limit to its maximum weight, but it cannot be reduced to less than 1 pound.\n\nIn addition, you can use a bonus action to toss this magic staff into the air and speak a command word. When you do so, the staff begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it (+10 to hit, 1d8+5 magical bludgeoning damage). While the staff hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the staff to attack one creature within 5 feet of it. After the hovering staff attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the staff has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.", "document": 39, "page_no": null, "type": "Weapon", "rarity": "Legendary", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "sack-of-sacks-a5e", "fields": {"name": "Sack of Sacks", "desc": "Inside this hand-sized sack is a Medium-sized sack. There is no room to store anything inside the original sack. When you pull a sack out, roll 1d20 and add 1 for each sack pulled out in the last 24 hours. On a result of 20 or higher the hand-sized sack is empty and it becomes a mundane item. Otherwise there is another Medium-sized sack inside.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "sail-of-the-black-opal-a5e", "fields": {"name": "Sail of the Black Opal", "desc": "Rumored to be crafted from the sailcloth of the notorious Black Opal, this heavy black canvas has been roughly sewn with human hair into a cloak.\n\nAs a bonus action you can expend one charge to call on the ship\u2019s necromantic power and gain 1d4+4 temporary hit points. The sail has 3 charges and regains 1 charge for every hour spent submerged in seawater.\n\nAdditionally, if you are reduced to 0 hit points while attuned to this item, you immediately become stable as the hair burns to ash, blowing away at the faintest breeze and leaving behind a mundane piece of bone-dry sailcloth. ", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "satyr-boots-a5e", "fields": {"name": "Satyr Boots", "desc": "You gain an expertise die on Performance checks made to dance while you wear these finely-crafted boots. As an action, you can transform your legs and feet into the furry haunches and cloven hooves of a goat. The transformation lasts for 1 minute or until you use another action to return to your normal form. While transformed, your base Speed becomes 40 feet, you gain an expertise die on Acrobatics checks, and you ignore _nonmagical difficult terrain_ . When the effect ends, the boots fall apart and become useless until a properly trained _satyr_ cobbler repairs them for you.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "scale-milk-a5e", "fields": {"name": "Scale MIlk", "desc": "Contained in a small, clear bottle, the cap to this item is carefully sealed with thick wax. The gray tinge to the milky liquid and the aroma of putrid fruit once it is opened are off-putting, but if it has not spoiled scale milk is a powerful restorative.\n\nIf consumed within 1 hour of breaking the wax seal, you receive the benefits of both the _greater restoration_ and __heal_ spells.\n\nIf you consume this potion after the first hour, make a DC 18 Constitution _saving throw_ . On a failure you take 6d8 poison damage and are _poisoned_ for the next hour. On a success you take half damage and are poisoned until the end of their next turn. ", "document": 39, "page_no": null, "type": "Potion", "rarity": "Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "scarab-of-protection-a5e", "fields": {"name": "Scarab of Protection", "desc": "After being held in your hand for 1 round, this scarab medallion shimmers with magical inscriptions. The scarab has 12 charges, crumbling into dust when it has no charges left. \n\nThis item has two benefits while it is on your person. First, you gain _advantage_ on _saving throws_ made against spells. Second, if you fail a saving throw against a necromancy spell or either an attack from or trait of an undead creature, you may instead succeed on the saving throw by using your reaction to expend a charge from the scarab.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Legendary", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "schooled-weapon-a5e", "fields": {"name": "Schooled Weapon", "desc": "Each of these weapons comes in a different form depending on the combat tradition it is associated with. You are proficient with this magic weapon as long as you are attuned to it, and you gain a +1 bonus on _attack and damage rolls_ with it.\n\nYou cannot attune to this weapon if you do not know at least one combat maneuver from the tradition it is associated with. When you attune to this weapon, choose a combat maneuver from its associated tradition that you meet the prerequisites for. While you remain attuned to the weapon, you have access to that combat maneuver. \n\nIn addition, any attacks you make with the weapon as part of a combat maneuver from the associated tradition gains an additional +1 bonus to attack and damage.\n\n__**Table: Schooled Weapons**__\n| **Magic Weapon** | **Weapon** |\n| --------------------------------- | --------------- |\n| _Mattock of the Adamant Mountain_ | Maul |\n| _Bow of the Biting Zephyr_ | Longbow |\n| _Reflection of Mirror\u2019s Glint_ | Dueling Dagger |\n| _Rapier of Mist and Shade_ | Rapier |\n| _Rapid Current\u2019s Flow_ | Scimitar |\n| _Razor\u2019s Edge_ | Bastard Sword |\n| _Blade of the Sanguine Knot_ | Longsword |\n| _Spirited Steed\u2019s Striker_ | Lance |\n| _Bite of Tempered Iron_ | Flail |\n| _Paw of Tooth and Claw_ | Punching Dagger |\n| _Wave of the Unending Wheel_ | Glaive |", "document": 39, "page_no": null, "type": "Weapon", "rarity": "Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "scimitar-of-speed-a5e", "fields": {"name": "Scimitar of Speed", "desc": "\\[You gain a +2 bonus to _attack and damage rolls_ made with this magic scimitar, and on each of your turns you can use a bonus action to make one attack with it.", "document": 39, "page_no": null, "type": "Weapon", "rarity": "Very Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "scrap-of-forbidden-text-a5e", "fields": {"name": "Scrap of Forbidden Text", "desc": "This page of nonsense was torn from the diary of someone not well. As you focus on the strange symbols they begin to make a strange sort of sense\u2014revealing hidden truths about the world. You can use an action to study the fragment of text to gain an expertise die on an Arcana or History check. You can\u2019t do so again until you finish a _long rest_ .\n\nIf instead of studying the paper, you can use an action to eat it to automatically succeed on an Arcana or History check. You can wait until after making the check before deciding to eat the _scrap of forbidden text_, but you must decide before the Narrator says whether the roll succeeds or fails.\n\n**Curse**. This scrap of text is cursed and eating it draws the attention of an aberrant creature that seeks you out to involve you in its schemes.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "sea-witchs-amulet-a5e", "fields": {"name": "Sea Witch\u2019s Amulet", "desc": "This locket was dredged from the remains of a long-dead sea monster. The amulet has 3 charges. While wearing this strange oyster-shaped pendant, you can use an action to expend a charge and choose one creature within 30 feet that is laughing, singing, or speaking. The target makes a DC 15 Wisdom _saving throw_ or you steal its voice. As long as you are wearing the amulet, you can speak with the target\u2019s voice. For as long as you possess a target\u2019s voice in the amulet, the target is unable to speak. \n\nAt the end of every 24 hours, the amulet expends 1 charge per voice stored inside of it. When the amulet has no charges to expend, the stolen voice is released and returns to the target. You can use a bonus action to release a voice stored in the amulet. When the amulet has no voices stored in it and is soaked in sea water for 24 hours, it regains 1 charge. \n\nDestroying the amulet releases any stolen voices stored inside and creates a brief piercing shriek in a 100-foot radius. Each creature in the area must make a DC 10 Constitution _saving throw_ or be _stunned_ until the start of its next turn.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "seafarers-quill-a5e", "fields": {"name": "Seafarer's Quill", "desc": "This elegant swan feather quill has a solid gold nib that allows you to write in perfect cursive, granting an expertise die on any forgery kit check you make as long as the handwriting you are copying is also in cursive.\n\nStrangely enough, you can use a bonus action or reaction to break the quill, magically transforming everything it has written in the last minute to almost perfectly match the original handwriting of whoever you were copying last. Creatures have _disadvantage_ on checks made to realize it is a forgery.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "second-light-lantern-a5e", "fields": {"name": "Second-Light Lantern", "desc": "Many humanoid races have darkvision but some find that this curious lantern (which can be a hooded lantern or bullseye lantern) is worth carrying all the same, particularly scholars and spies who often need the finest possible detail without revealing themselves to others. When you light this lantern, you can expend 1 charge to shed second-light. Second-light is visible only to creatures with darkvision and they see the full range of colors in things illuminated by it. \n\nAlternatively, you can expend 1d4 charges to shed a still more specialized light, visible only to those who are touching the lantern\u2019s handle. This light lasts for a number of minutes equal to the charges expended.\n\nThe lantern has 4 charges and regains 1 charge each dusk. If you expend the last charge, roll a d20\\. On a result of 5 or less, the lantern loses its magic and becomes a mundane item.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "secret-catching-pearls-a5e", "fields": {"name": "Secret-catching Pearls", "desc": "This necklace is a work of art; a delicate golden chain with a shower of 2d6+2 pearls affixed to it. As a bonus action, you can detach a pearl. On your subsequent turns, you can use your bonus action to listen through the pearl, allowing you to hear as though you were there. This effect ends after ten minutes or if the wearer removes the necklace.\n\nOnce all pearls have been removed, the necklace becomes a mundane gold chain worth 30 gp.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "security-gremlin-a5e", "fields": {"name": "Security Gremlin", "desc": "This military-styled tin contains a Tiny ethereal mottled green goblinoid dressed in soldier\u2019s armor and when opened it salutes with earnest eagerness. You can instruct this gremlin to patrol an area, such as the perimeter of a room, campsite, or structure, while keeping watch for a creature type you instruct it to watch for. It completely ignores any creatures that are not of the chosen creature type. If it spots a creature of the chosen type, it immediately begins shouting loud enough to be heard within 30 feet as it runs back into its tin to hide.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "seeds-of-necessity-a5e", "fields": {"name": "Seeds of Necessity", "desc": "In the groves of particularly friendly and sociable druids the plants themselves become helpful and eager to please, their valuable seeds able to grow into whatever shape is required. A pouch of _seeds of necessity_ contains 1d10 coin-sized seeds. When you plant one of these seeds in soil and water it while you picture in your mind an object which you desire, over the course of one minute the seed grows into a simple wooden object no larger than a 10-foot-cube that closely matches the picture in your mind (common uses include a ladder, a sturdy table, a throne, a barrel, a cart wheel, or a rowboat). The seed is consumed as it grows into the object.\n\nThe seed cannot grow into an object with moving parts, but several seeds can be grown into a combination of objects which could be used to construct a more complicated shape, such as a cart made from a tray with four wheels, or a row boat and two oars.\n\nWhen you plant and water a _seed of necessity_, roll a d100\\. On a result of 100, instead of the object you requested, a friendly _awakened shrub_ grows in its place. On a result of 13 or less, the seed was a bad seed and instead grows into a hostile _awakened tree_ .", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "serveros-war-engine-a5e", "fields": {"name": "Serveros War Engine", "desc": "In size and shape this massive construct is not unlike a squat _hill giant_ \u2014if hill giants were made of metal, leather, wood, and glass. With all manner of wheels, gears, cables, and hinges, when worn its movements are surprisingly fluid, if somewhat loud and heavy.\n\nThe last of its kind, the _Serveros War Engine_ was used by a forgotten empire's soldiers in wars that spread far beyond their kingdom. It\u2019s hard to imagine there may once have been entire armies outfitted with these magical constructs and engaged in battle against one another, and impossible to conceive of the untold destruction they wrought.\n\nMounting the war engine is a fairly straightforward matter. As you enter the construct, you can don a helm and belt, both connected to the war engine, which allow you to attune to and control the construct. The construct is not sentient and moves only when controlled in this way.\n\nWhen controlling the construct, you form a psychic bond with it, seeing through its eyes, moving with its limbs, and experiencing pain through its body.\n\n**Legends and Lore** Success on an Arcana or History check reveals the following:\n\n**DC 15** This is the _Serveros War Engine_, the last war machine of a forgotten empire. \n\n**DC 18** The engine is piloted from inside, and only those with mental and physical fortitude can endure it. In addition to offering great might, it can manifest arcane blades, cannons, and other effects.\n\n**DC 21** Destroying the engine requires destroying the helm, which is heavily enchanted with fortifications against harm.\n\n**Artifact Properties**\n\nThe _Serveros War Engine_ has one lesser artifact benefit. Piloting the war engine can be quite taxing, both mentally and physically. You gain no benefits from a _long or short rest_ while mounted in the war engine, and when you expend its last available charge you suffer both a level of _fatigue_ and _strife_ .\n\nWhile you are attuned to, mounted inside, and controlling the _Serveros War Engine_, you gain the following benefits:\n\n* Your AC becomes 18.\n* Your Strength score becomes 21.\n* You are Huge-sized.\n* Your Speed becomes 40 feet.\n* You have _advantage_ on _saving throws_ made to avoid being _grappled_ or knocked _prone_ .\n* You sustain only 1 hit point of damage for every 5 hit points of nonmagical bludgeoning, piercing, and slashing damage dealt to you.\n* Your unarmed strikes deal 4d8 bludgeoning damage.\n* Your weapon attacks count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks.\n* You have _disadvantage_ on Dexterity (Stealth) checks.\n* You are vulnerable to psychic damage.\n\n**Charged Properties**\n\nThe war engine also has several built-in features, some of which are powered by stored electrical charges or drain energy from your life force.\n\n* A massive sword hilt is secured to the construct\u2019s hip by an incredible magnetic force. You can use a bonus action to either expend 1 charge or take 5 (2d4) force damage to draw the hilt and engage its plasma blade.\n\n_**Plasma Blade**_. _Melee Weapon Attack_: reach 10 ft., one target. Hit: 18 (3d8+5) radiant damage, or 21 (3d10+5) radiant damage if wielded in two hands.\n\n* An arcane cannon is housed in the construct\u2019s left forearm. You can use an action or bonus action to either expend 1 charge or take 5 (2d4) force damage to fire the arcane cannon.\n\n_**Arcane Cannon**_. _Ranged Weapon Attack_: range 120/300 ft., one target. _Hit:_ 7 (2d6) radiant damage.\n\n* The construct\u2019s right hand is detachable. You can use an action and either expend 1 charge or take 5 (2d4) force damage to fire the gauntlet as a projectile.\n\n_**Gauntlet Grapple.**_ _Ranged Weapon Attack_: range 60/120 ft., one target. _Hit:_ 23 (4d8+5) bludgeoning damage, or 8 (1d6+5) bludgeoning damage and if the target is a Large or smaller creature it is _grappled_ . You can use a bonus action to retract the hand up to 120 feet and reconnect it to the construct. A grappled target moves with the hand.\n\n The _Serveros War Engine_ begins with 1d20 charges. By making a DC 18 Intelligence (Engineering) check, 2d10 charges can be restored during a _long rest_ .\n\n**Warframe Variations**\n\nThe Narrator may apply one or more of the following variant options if desired.\n\n_**Airborne.**_ You can expend 1 charge or take 5 (2d4) force damage to unfold magical wings and gain a flying speed of 15 feet for 1 minute.\n\n_**Disrepair.**_ When first discovered, the _Serveros War Engine_ may be completely depleted of stored charges and heavily damaged, or perhaps almost completely dismantled. With maintenance, care, and careful reconstruction using Engineering (or a wish spell), it can be restored to its full, terrible power.\n\n_**Glass Jaw.**_ When the _Serveros War Engine_ takes a critical hit from an attack that deals bludgeoning damage, roll a d20\\. On a 1, the war engine\u2019s head is knocked off, disabling the artifact until it is repaired with a DC 23 Intelligence (Engineering) check and 8 hours of work.\n\n_**Mortal Echoes.**_ The _Serveros War Engine\u2019s_ last pilot died while mounted within the war engine, and echoes of their psyche still linger within the construct. When first attempting to attune to the artifact, you relive the final moments of the dead pilot and make a DC 18 Charisma _saving throw_ . On a failure, you take 5 (1d10) psychic damage and gain a short-term _mental stress effect_ .\n\n**_Nautical._** You gain a swim speed of 40 feet. In addition, you can use an action to either expend 1 charge or take 5 (2d4) force damage to seal the cockpit and fill it with breathable air which lasts for 1 hour.\n\n_**Recon.**_ You gain darkvision to a range of 60 feet and can either expend 1 charge or take 5 (2d4) force damage to activate magical floating discs on the soles of the construct\u2019s feet. The discs last for 1 hour during which time the construct does not cause you to have _disadvantage_ on Dexterity (Stealth) checks and you leave no tracks on the ground.\n\n_**Serveros Slayer.**_ In lieu of the arcane cannon and detachable fist, the construct is equipped with a psyblade in each hand. You can use a bonus action and either expend 1 charge or take 5 (2d4) force damage to deploy one or both psyblades. \n\n_**Psyblade.** Melee Weapon Attack_: reach 10 ft., one target. Hit: 15 (3d6+5) psychic damage.\n\n_**Specialized Weaponry**_. Instead of a giant plasma sword, the _Serveros War Engine_ has one of the following weapons. You can use a bonus action and either expend 1 charge or take 5 (2d4) force damage to equip and activate the weapon.\n\n_**Discus Throwing Shield**. Melee_ or _Ranged Weapon Attack:_ reach 5 ft. or range 40/80 ft., one target, or if thrown two targets within 10 feet of each other. Hit: 15 (3d6+5) bludgeoning damage. In addition, while the shield is donned your AC increases by 2.\n\n_**Extendable Metal Staff**_. _Melee Weapon Attack_: reach 15 ft., one target. _Hit:_ 15 (3d6+5) bludgeoning, or 18 (3d8+5) bludgeoning damage when wielded with two hands, and a Large or smaller target makes a DC 18 Strength _saving throw_ or is knocked _prone_ .\n\n_**Shocking Net.**_ _Ranged Weapon Attack_: range 30/60 ft., all targets in a 15-foot square area. _Hit:_ 9 (2d8) lightning damage and the target is _grappled_ . At the start of your turn, conscious creatures grappled by the net take 9 (2d8) lightning damage. This weapon cannot damage a creature with 0 hit points.\n\n_**Sonic War Hammer.**_ _Melee Weapon Attack_: reach 10 ft., one target. _Hit:_ 18 (3d8+5) thunder damage, or 21 (3d10+5) thunder damage when wielded with two hands.\n\n**Destroying the War Engine**\n\nOf all its various parts and components the key to disabling and ultimately destroying the war engine is the helm. The rest of the massive construct might feasibly be replaced or reengineered by an ingenious mind. However with its complex structure, both magical and mechanical, replicating the controller headpiece requires arcane knowledge and technical documentation that disappeared with the war engine\u2019s creators long ago. \n\nThe helm is heavily enchanted with fortifications against harm. Bypassing its magical protections requires two steps: first, a __dispel magic_ cast at 5th-level or higher is needed to make the invisible barrier around the war engine\u2019s helm vulnerable for 6 seconds, followed by a __disintegrate_ spell cast at 7th-level or higher to completely dissolve the barrier. Once the barrier is dissolved, for the next 24 hours the helm can be destroyed like any other item (AC 22, 100 hit points) before its magical protections regenerate and fully repair it.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Artifact", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "seven-sided-coin-a5e", "fields": {"name": "Seven-Sided Coin", "desc": "The origins of this dull gray coin are impossible to identify. Though when observed the coin has only two sides, flipping it yields one of 7 different results. You can flip the coin as an action. The effects of the flip last for 10 minutes or until you flip the coin again. Roll a d8 to determine the result: \n\n| **d8** | **Effect** |\n| ------ | ---------------------------------------------------------------------------------------------------------------------------------------- |\n| 1 | _Black Sun:_ Choose one warlock cantrip you don\u2019t already know. You know that cantrip for the duration. |\n| 2 | _Broken Temple:_ You gain an expertise die on Wisdom _saving throws_ . |\n| _3_ | _Guiding Star:_ When you make an Arcana, History, Nature, or Religion check, you can treat a d20 roll of 9 or lower as a 10. |\n| 4 | _Lidless Eye:_ You see _invisible_ creatures and objects as if they were visible, and you can see into the Ethereal Plane. |\n| 5 | _New Moon:_ You have an expertise die on Stealth checks. |\n| 6 | _Pact Blade:_ You gain a +2 bonus to melee attack rolls. |\n| 7 | _Twisted Rod:_ When you cast a spell that deals damage, you can choose to reroll one of the damage dice. You must use the second result. |\n| 8 | The coin folds in on itself and disappears forever. |", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "shackle-of-the-ghostheart-covenant-a5e", "fields": {"name": "Shackle of the Ghostheart Covenant", "desc": "This shackle has an etched knot pattern running around it, which is flecked with white ashes. It\u2019s finely-polished, weightless, and slightly translucent. While a _shackle of the ghostheart covenant_ can be purposefully made, these objects often appear through the sheer force of will of a given ghost.\n\nWhile attuned to this shackle, you can see and physically interact with incorporeal undead within 30 feet, and your weapon attacks and unarmed strikes bypass their _damage resistance_ to nonmagical weapons. Additionally, you can\u2019t be possessed and gain _expertise_ on _saving throws_ caused by undead.\n\n_**Curse.**_ The spirit bound to this shackle still lingers within it. They don\u2019t speak directly, but may communicate through cryptic visions and dreams or even exhibit poltergeist-like activity at inopportune times if you ignore their wishes. The only way to end your attunement to this item is to cut off the limb it\u2019s attached to, which the spirit takes it as tribute. The limb can never be regrown, even through magic.\n\n**_Escalation._** The spirit bound to this shackle has motives and desires left unfulfilled from its death. Each time you meaningfully advance these motives, choose one of the following benefits.\n\n_Echo Strike._ When you make a weapon attack against a creature or cast a cantrip with a creature as the target, you can use your bonus action to cause a translucent echo of your form to repeat the attack or cantrip against the same creature. Once you have used this property, you can\u2019t use it again until the next dawn.\n\n_Foot in the Grave._ While _bloodied_ , you gain _resistance_ to necrotic damage and non-magical bludgeoning, piercing, and slashing damage.\n\n_Ghostwalk._ At the start of your turn, you can activate the shackle as a bonus action to become incorporeal until the end of your turn. While incorporeal, you can only take the Dash action, but you gain _immunity_ to all damage, and can move through solid objects and creatures. If you end your turn inside a solid object or another creature, you\u2019re shunted into the nearest free space and take 1d6 force damage for every 5 feet you were moved in the process. Once you have used this property, you can\u2019t use it again until the next dawn.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "shield-1-a5e", "fields": {"name": "Shield +1", "desc": "This shield\u2019s bonus to your Armor Class increases by +1 ", "document": 39, "page_no": null, "type": "Armor", "rarity": "Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "shield-2-a5e", "fields": {"name": "Shield +2", "desc": "This shield\u2019s bonus to your Armor Class increases by +2", "document": 39, "page_no": null, "type": "Armor", "rarity": "Very Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "shield-3-a5e", "fields": {"name": "Shield +3", "desc": "This shield\u2019s bonus to your Armor Class increases by +3.", "document": 39, "page_no": null, "type": "Armor", "rarity": "Very Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "shield-of-missile-attraction-a5e", "fields": {"name": "Shield of Missile Attraction", "desc": "While wearing this shield you have resistance to damage from ranged weapon attacks.\n\n**Curse.** Whenever a ranged weapon attack is made against a target within 10 feet of you, you become the target instead. Removing the shield does not stop the curse.", "document": 39, "page_no": null, "type": "Armor", "rarity": "Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "shoulder-dragon-brooch-a5e", "fields": {"name": "Shoulder Dragon Brooch", "desc": "Once attuned to this intricate golden brooch, you can imagine up to one dragon of your choice and a Tiny-sized illusion of it appears on your shoulders. The dragon looks lifelike and it occasionally flies, snaps at insects, and generally behaves in a dragon-like way. This illusion does not hold up to physical scrutiny and any creature who physically interacts with the dragon sees through the illusion with a successful DC 12 Investigation check. You can use a bonus action to dismiss the illusion.\n\nAs a bonus action, you can have your dragon illusion attack a creature within 5 feet of you. That creature must make a DC 12 Dexterity _saving throw_ , taking 1d4 damage of a type of your choice (fire, lightning, cold, or acid) on a failed save or half as much on a successful one. Once you have used this feature, it cannot be used again for 24 hours.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Common", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "signal-rings-a5e", "fields": {"name": "Signal Rings", "desc": "These rings come as a set of matched golden bands with a green enamel inlay. As an action, the wearer of one can rotate the inlay a full turn, at which point it turns to red. When one ring changes color, the other one does as well, regardless of its location.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "sinners-ashes-a5e", "fields": {"name": "Sinner\u2019s Ashes", "desc": "This small stark urn contains the ashen remains of an unholy humanoid. As an action, you can throw the urn up to 30 feet away where it shatters and produces a 20-foot radius black cloud of ash. This area is _heavily obscured_ and any creature that ends its turn within the area must make a DC 13 Constitution _saving throw_ or take 2d4 necrotic damage. This ash cloud remains for 1 minute, until a moderate wind (at least 10 miles per hour) disperses the cloud in 4 rounds, or until a strong wind (20 or more miles per hour) disperses it in 1 round.\n\nAlternatively, the ashes can be used as an ingestible poison. The urn contains enough ashes for a single dose, and any celestial that consumes them must make a DC 16 Constitution _saving throw_ , taking 5d8 necrotic damage on a failed save, or half as much damage on a successful one.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "skeleton-key-a5e", "fields": {"name": "Skeleton Key", "desc": "This miniature skeleton holding a knife has been carved out of a human\u2019s vertebrae. As an action, you can use the miniature knife to self-inflict 2d4 damage that ignores all resistances and immunities. When you do so, the skeleton animates and walks towards the nearest locked door or object within 10 feet, then plunges itself into the lock and makes a thieves\u2019 tools check (it has a +10 bonus) to crack the lock. Whether successful or unsuccessful, the skeleton then walks back to you and returns to its inanimate state.\n\nAlternatively, you can use an action to cover the skeleton in blood. When you do so, the skeleton rushes to the nearest lock within 10 feet and unlocks it (as per the spell __knock_ ) before dissolving into red mist.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "skofnung-a5e", "fields": {"name": "Skofnung", "desc": "This greatsword is etched with scenes of heroic battle. While you are attuned to it, you gain the following benefits:\n\n* You gain a +3 bonus to _attack and damage rolls_ made with this magic sword.\n* Objects hit with this sword take the maximum damage the weapon\u2019s damage dice can deal.\n* When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 4d6 slashing damage. The roll another d20\\. If you roll a 20, you lop off one of the target\u2019s limbs, with the effect of such loss determined by the Narrator. If the creature has no limb to sever, you lop off a portion of its body instead.\n* After a long rest, you gain temporary hit points equal to your Hit Dice\n\nSkofnung has 12 charges and regains 2d6 charges per week. As an action, you may expend 1 charge to summon a warrior spirit within 30 feet of you. It uses the statistics of a _champion warrior_ except they do not wear armor and possess the following additional abilities:\n\n_**Unarmored Defense.**_ The warrior\u2019s AC equals 10 + their Dexterity modifier + their Constitution modifier (total of 18).\n\n_**Bloodied Frenzy.**_ While the warrior is _bloodied_ , they make all attacks with _advantage_ and all attacks against them are made with advantage.\n\nYou may also _concentrate_ for 1d4+1 rounds and expend 5 charges to summon a _berserker horde_ within 30 feet of you. Any creatures summoned by the sword obey your commands and remain for 1 hour or until they drop to 0 hit points.\n\n### Lore\n\nSkofnung was the blade of the legendary king Hrolf Kraki. It was renowned for its supernatural sharpness, the hardness of its steel, and for the fact it was imbued with the spirits of his 12 most faithful berserkers. It later showed up in multiple different sagas, usually as a result of some new hero plundering it from Hrolf\u2019s tomb for one purpose or another.", "document": 39, "page_no": null, "type": "Weapon", "rarity": "Legendary", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "skrivena-moc-whispering-blade-a5e", "fields": {"name": "Skrivena Moc, Whispering Blade ", "desc": "A huge red ruby is set into the pommel of this intricately filigreed golden longsword. The jewel shimmers and shines as the blade speaks in a voice that resonates with a deep and distant baritone. Without this illusion, a twisted demonic form is revealed: the blade is composed of a single sharpened tooth, what appears to be the hilt is instead a grotesque sucker-like mouth, and the ruby pommel is a figment covering a single great crimson eye that stares with fiendish intelligence.\n\nYou have a +3 bonus to attack and damage rolls made with this magic longsword. An intense burning heat radiates from the blade and it deals an extra 3d6 fire damage on a successful hit. \n\n_**Attached Properties.**_ While attached to _Skrivena Moc,_ you gain resistance to fire, proficiency with longswords, and after taking the Attack action on your turn you can use your reaction to make a melee weapon attack using it. However, the weapon forms a permanent bond with its wielder and cannot be put down or removed once wielded.\n\n_**Corruption.**_ At the end of each week that _Skrivena Moc_ is attached to you, your Charisma score is decreased by 1d4\\. When you have lost 6 or more Charisma in this way, raised black veins radiate out from the point of _Skrivena Moc\u2019s_ attachment. This Charisma loss cannot be healed until _Skrivena Moc_ is no longer attached to you, at which point you recover 1 Charisma at the end of each long rest.\n\n_**Fiend Transformed.**_ This elegantly crafted longsword of filigreed gold whispers promises of greater treasures to come\u2014yet those who wield it are doomed. In truth it is an imprisoned _balor_ reduced in power by potent enchantments, the elegant blade only an illusion. Any that dare grasp the infernal hilt know not their peril, unaware they are actually plunging their hand into a fiendish maw.\n\n_**Sentience.** Skrivena Moc_ is a sentient construct with Intelligence 20, Wisdom 16, and Charisma 22\\. It has hearing and truesight to a range of 120 feet. The longsword communicates with you telepathically and can speak and understand Abyssal, Common, and up to 3 other languages of the Narrator\u2019s choice.\n\n_**Personality.**_ _Skrivena Moc_ needs a wielder to accomplish much of anything and it is a peerless manipulator. Wrathful and vindictive, the fiend blade sees those who carry it as insignificant and a means to an end. However it has been stuck in this form for centuries and has learned to maintain a helpful and subservient fa\u00e7ade to better facilitate the careful orchestration of events whenever possible, only revealing its true intentions as a last resort. Once wielded, the fiend blade grabs hold and cannot be dropped. The demon makes hasty apologies for its \u201ccurse\u201d, manipulating its wielder into serving its will\u2014it acts as a powerful weapon but slowly drains away their vital essences until they die, all the while using them to track down potential cures for its transformation.\n\n**Forgotten Fiend**\n\nLong ago Skrivena Moc was defeated by the great elven wizard Stariji. Rather than banish the demon and allow it to reform in the Abyss, the mage transformed the evil monster into something more useful: a sword to bestow upon her champions. It suffered for centuries as a tool of justice, made to forcefully cut down hundreds of fiends in the name of its most hated enemy. After nearly a millennium of belligerent service however, Stariji finally succumbed to her age and died peacefully in her bed. With the elven wizard and all her champions gone Skrivena Moc was left to molder deep within its cursed enemy\u2019s home amongst other treasures\u2014but as centuries passed it eventually was discovered and has escaped to wreak havoc on the world once more.\n\nSkrivena Moc constructs a web of lies, propping itself up as Stariji\u2019s most trusted warrior who chose to serve the elven mage against evil even after death. It promises everything an adventurer could want and more if only they\u2019ll wield it\u2014and the demon keeps its promises, in a way. The fiend blade is powerful even in untrained hands, though it is also full of deception. Whatever lies and half-truths the sword produces, it has only one goal in mind: Skrivena Moc wishes to return to its true demonic form. Stariji\u2019s old enchantment has weakened over the centuries and allowed for some of its fiendish essence to leach out, but it still cannot escape the mage\u2019s trap. As it seems the old wizard never shared her techniques, Skrivena Moc must find her spellbook, the only known source that contains the techniques to restore its form. Even death cannot save it, as the mage ensured that it cannot be destroyed only to reform in the Abyss while in this cursed shape.\n\n**Skrivena Moc, Whispering Blade Challenge 4+**\n\n_Small fiend_ 1,100 XP+\n\n**Armor Class** 19 (natural armor)\n\n**Hit Points** 180 (19d6+114)\n\n**Speed** 0 ft.\n\n**STR DEX CON INT WIS CHA**\n\n26 (+8)15 (+2)22 (+6)20 (+5)16 (+3)22 (+6)\n\n**Proficiency** +3; **Maneuver DC** 19\n\n**Saving Throws** Con +8, Wis +5, Cha +8\n\n**Skills** Arcana +9, Deception +10, History +9, Insight +7, Intimidation +10, Investigation +9, Perception +7, Persuasion +10\n\n**Damage Resistances** cold, lightning; bludgeoning, piercing, and slashing from nonmagical weapons\n\n**Damage Immunities** fire, poison\n\n**Condition Immunities** _poisoned_ \n\n**Senses** truesight 120 ft., passive Perception 17\n\n**Languages** Abyssal, Common, telepathy 120 ft.\n\n_**Death Throes.**_ When Skrivena Moc dies it explodes and each creature within 30 feet of it must make a DC 21 Dexterity _saving throw_ , taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites unattended flammable objects in the area. Any creature currently attached to Skrivena Moc has _disadvantage_ on this save.\n\n_**Demonic Blade.**_ While Skrivena Moc is attached to a creature, the creature gains the attached template.\n\n_**Immobile.**_ Skrivena Moc has been magically forced into the form of a blade and is unable to move on its own. It is considered _restrained_ and automatically fails Strength and Dexterity checks and _saving throws_ .\n\n_**Magic Resistance**_. Skrivena Moc has _advantage_ on _saving throws_ against spells and other magical effects.\n\n**_Prized Glamer._** Skrivena Moc has an illusion around it that makes it look and feel like a golden longsword. Creatures who physically interact with the figment can determine that the sword is glamored with a DC 22 Arcana or Investigation check. Skrivena Moc can use a bonus action to activate or dismiss this illusion.\n\n_**Variable Challenge Rating.**_ Skrivena Moc\u2019s CR is equal to its wielder\u2019s level or CR (minimum CR 4).\n\nACTIONS\n\n**_Corrupting Siphon (Recharge 5\u20136)_**. The creature attached to Skrivena Moc makes a DC 19 Constitution _saving throw_ or reduces its Charisma by 2 (1d4). Skrivena Moc regains 1d8 hit points for each point of Charisma lost in this way. This Charisma loss cannot be healed until Skrivena Moc is no longer attached to the creature, at which point it recovers 1 Charisma at the end of each _long rest_ .\n\n_**Demonic Leeching (3/Day)**_. Skrivena Moc uses its natural resistances to filter out its wielder\u2019s ailments, ending either the _poisoned_ condition or one nonmagical _disease_ afflicting the attached creature.\n\n_**Grip of Control.**_ The creature attached to Skrivena Moc makes a DC 19 Wisdom _saving throw_ or temporarily loses control to the fiend blade until the end of Skrivena Moc\u2019s next turn (as __dominate person_ ).\n\n_**Trusty Blade**_. The creature attached to Skrivena Moc makes a DC 19 Charisma _saving throw_ or it is _charmed_ for the next hour. If the attached creature\u2019s saving throw is successful, the creature is immune to this effect for the next 24 hours. \n\nREACTIONS\n\n_**Fiendish Attachment.**_ When a creature grasps Skrivena Moc\u2019s hilt, it can use reaction to attach to the creature. Once attached, the creature cannot let go and is forced to wield Skrivena Moc with whatever limb it used to grab the hilt. Skrivena Moc can use an action to detach from a creature and otherwise detaches when it dies, the attached limb is severed, or if it is dealt 35 or more radiant damage in a single round.\n\n_**Justified Paranoia**_. Whenever Skrivena Moc hears its name mentioned or is otherwise suspicious of a creature, it can use its reaction to telepathically delve into the creature\u2019s mind (as _detect thoughts_ ; save DC 19).", "document": 39, "page_no": null, "type": "Weapon", "rarity": "Legendary", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "skull-liqueur-a5e", "fields": {"name": "Skull Liqueur", "desc": "This crystal phial appears empty unless it is agitated, which reveals that it is filled to the brim with a clear liqueur. Close examination reveals bubbles within the liquid that seem to be shaped like tiny skulls. Pouring the phial\u2019s contents into the mouth of a dead creature animates it as if it were the target of a __speak with dead_ spell.", "document": 39, "page_no": null, "type": "Potion", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "skywing-a5e", "fields": {"name": "Skywing", "desc": "Folding into a specially designed backpack, a _skywing_ is part mechanical, part magical, and you can gain proficiency with it as though it were a tool. The apparatus can be deployed as a bonus action and gives you a glide speed of 20 feet, but reduces your walking speed by half. Gliding allows you to move horizontally 1 foot for every 1 foot it descends, falling if you move less than 5 feet each turn. In addition, you can spend an action to make a Dexterity check. On a success, you gain 5 feet of height. The DC of this check is set by the Narrator based on the weather conditions.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "slippers-of-spider-climbing-a5e", "fields": {"name": "Slippers of Spider Climbing", "desc": "While you are wearing these shoes, you can move on walls and upside down on ceilings without the use of your hands, gaining a climb speed equal to your Speed. The shoes cannot be used on slippery surfaces.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "snake-eye-bones-a5e", "fields": {"name": "Snake-Eye Bones", "desc": "Every trip to sea can become boring and one of the best ways to whittle away at the time\u2014besides drinking rum\u2014is to engage in a game of bones. Not every sailor on the high seas is honest and these dice were crafted with the devious amongst them in mind. Each four-sided die is made from bleached white whale bone and inlaid with jet-black markings. No matter how many times they are thrown or the number of ship hulls they strike, the dice never nick or scuff, and their markings do not fade. \n\nThe dice have 2 charges and regain 1 charge each dawn. When you speak the command word as a bonus action as the dice are being rolled, their results come up as double ones (or snake-eyes). If you expend the last charge, roll a d20\\. On a result of 5 or less, the dice will roll up as double ones but both dice then crack in half rendering them useless.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "somnambulatory-brew-a5e", "fields": {"name": "Somnambulatory Brew", "desc": "This concoction looks, smells, and tastes like water. An _identify_ spell reveals that it is imbued with enchantment magic but nothing else.\n\nIf you drink it, 1 minute later you must succeed on a DC 16 Constitution _saving throw_ or fall _unconscious_ for 1d4 hours. You remain unconscious until you take damage, or until a creature uses an action to shake or slap you awake.", "document": 39, "page_no": null, "type": "Potion", "rarity": "Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "sonic-staff-a5e", "fields": {"name": "Sonic Staff", "desc": "This metal polearm has complex flanged baffles along its haft and ends with a faintly glowing two-tined cap not unlike a tuning fork. When struck it reverberates near-deafeningly and by adjusting its components you can tune it to the destructive resonance of an object.\n\nYou have a +1 bonus to _attack and damage rolls_ made with this magic weapon. It constantly emits a high-pitched whine that is uncomfortable to animals. Animals do not willingly approach within 10 feet of the staff without a successful DC 22 Animal Handling check. \n\nAttacks with this weapon deal double damage against doors and other objects.\n\nOnce per day, you can use an action to slam it against the ground and generate a wave of thunder and force, either in a 10-foot radius or 30-foot cone. Creatures in the area take 3d6 thunder damage and are pushed 15 feet away. This effect cannot penetrate a _silence_ spell (or any similar magical silence effect).", "document": 39, "page_no": null, "type": "Weapon", "rarity": "Very Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "sovereign-glue-a5e", "fields": {"name": "Sovereign Glue", "desc": "This alabaster liquid adhesive permanently joins together any two objects. When found the bottle has 1d6 + 1 ounces of adhesive inside. \n\nYou may use one ounce to cover a 1-foot square surface which. After 1 minute passes the _sovereign glue_ sets and the bond cannot be broken without using _universal solvent , oil of etherealness_ , or a __wish_ spell.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Legendary", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "spectral-camera-a5e", "fields": {"name": "Spectral Camera", "desc": "Favored by those who deal with hauntings, a spectral camera can capture the image of spirits on film. Any creature with incorporeal movement or on the Ethereal Plane (visible or not) that passes in front of the camera\u2019s open aperture (up to 30 feet away) will trigger the camera to immediately take a monochrome picture. This has no effect on creatures affected by an _invisibility_ spell. You can also take a picture manually as a reaction. Once a picture is taken, you must spend an action to prepare the camera for another.\n\nUnlike physical objects, incorporeal beings do not need to stay still to appear on the resulting photo, though the entire process takes 1 minute to complete. Such photos do not need to be developed and show ghostly subjects in crisp detail, while all mundane aspects (chairs, corporeal creatures, etc.) are at best mildly blurry.\n\nEach picture taken with a spectral camera costs 2 gp in materials, which are significantly rarer than those for a mundane photograph. (300 gp, 15 lbs.)", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "spell-scroll-a5e", "fields": {"name": "Spell Scroll", "desc": "A spell scroll bears a sealed spell within. If the spell is on your class\u2019 spell list, you can use the scroll to cast the spell (taking the spell\u2019s normal casting time) without the need for material components. Otherwise the _spell scroll_ is unreadable to you. If you are interrupted while using the scroll, you may attempt to use it again. Once the spell within a scroll has been cast, the scroll crumbles away. \n\nTo use a _spell scroll_ of a higher spell level than you are able to cast, you must succeed on _spellcasting_ ability check (DC 10 + the spell\u2019s level). On a failure, the magical energy within is expended with no effect, leaving behind a blank piece of parchment. \n\nA wizard may use a _spell scroll_ to copy the spell stored within to their spellbook by making an Intelligence (Arcana) check (DC 10 + the spell\u2019s level). Whether the check succeeds or not, the attempt destroys the _spell scroll_. \n\nThe level of the spell stored within a scroll determines the _saving throw_ DC, _attack bonus_ , crafting components, cost, and rarity as per Table: Spell Scrolls. The costs of a _spell scroll_ are in addition to any material components, which are required (and if necessary also consumed) when it is made.\n\n__Table: Spell Scrolls__\n| **Spell Level** | **Rarity** | **Save DC** | **Attack Bonus** | **Cost** | **Crafting Components** |\n| --------------- | ---------- | ----------- | ---------------- | --------- | -------------------------------------- |\n| Cantrip | Common | 13 | 5 | 10 gp | Magical inks |\n| 1st | Common | 13 | 5 | 25gp | Magical inks |\n| 2nd | Common | 13 | 5 | 75gp | Magical inks |\n| 3rd | Uncommon | 15 | 7 | 175gp | Dire wolf hide |\n| 4th | Uncommon | 15 | 7 | 500gp | Dire wolf hide |\n| 5th | Rare | 17 | 9 | 1,250 gp | Parchment infused with planar energy |\n| 6th | Rare | 17 | 9 | 3,000 gp | Parchment infused with planar energy |\n| 7th | Very Rare | 18 | 10 | 8,000 gp | Blank pages from a _lich\u2019s_ spellbook |\n| 8th | Very Rare | 18 | 10 | 20,000 gp | Blank pages from a _lich\u2019s_ spellbook |\n| 9th | Legendary | 19 | 11 | 55,000 gp | Parchment made from a dragon\u2019s hide |", "document": 39, "page_no": null, "type": "Scroll", "rarity": "Common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "spellcasting-symphony-a5e", "fields": {"name": "Spellcasting Symphony", "desc": "A noted bard created these flawless instruments to be exemplary examples of their kind. In addition to creating music of rare quality, they are able to cast spells as they are played as well as offering additional unique benefits.\n\nWhile attuned to one of these instruments, you gain an additional benefit and can use an action to cast one of the spells an instrument knows by playing it. Once you have done so, the instrument can not be used to cast that spell again until the next dawn.\n\nIf you are not a bard, when attempting to play one of these instruments you make a DC 14 Charisma _saving throw_ or take 3d6 psychic damage.\n\nWhen using one of these instruments to make a Performance check you gain an expertise die (1d8).\n\n__**Table: Spellcasting Symphony**__\n| **Instrument** | **Cost** | **Rarity** | **Spells** | **Other Benefits** |\n| -------------------- | --------- | ---------- | ------------------------------------------------------------------------------------------ | ----------------------------------------------------------------------- |\n| _Harp of Harmony_ | 500 gp | Uncommon | __calm emotions , charm person , charm monster_ | Bonus action to gain _advantage_ on a Persuasion check once each dawn. |\n| _Defending Drum_ | 1,500 gp | Rare | __alter self , feather fall , misty step_ | +2 to AC. |\n| _Triangle of Terror_ | 4,500 gp | Rare | __fear , phantasmal killer_ | _Advantage_ on Intimidation checks. |\n| _Flute of the Wind_ | 10,000 gp | Very Rare | __fly , sleet storm , stone shape , wind wall_ | Bonus action to gain _advantage_ on a Survival check once each dawn. |\n| _Lute of Legends_ | 95,000 gp | Legendary | __conjure celestial , contact other plane , delayed blast fireball , greater invisibility_ | Single casting of __wish ._ |", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "spellguard-shield-a5e", "fields": {"name": "Spellguard Shield", "desc": "While this heavy metal shield is equipped you have _advantage_ on _saving throws_ made against spells and magical effects, and spell attacks against you have _disadvantage_ .", "document": 39, "page_no": null, "type": "Armor", "rarity": "Very Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "sphere-of-annihilation-a5e", "fields": {"name": "Sphere of Annihilation", "desc": "This floating sphere of darkness is a 2-foot-diameter hole in reality that eliminates all matter that it comes into contact with. Only artifacts can survive contact with the sphere, though some artifacts have a specific weakness to its properties.\n\nAnything that the sphere touches or that touches it that is not instantly obliterated takes 4d10 force damage. The default state of the sphere is stationary, but should a creature be in the way of a moving sphere it makes a DC 13 Dexterity _saving throw_ or takes 4d10 force damage.\n\nWhile within 60 feet of an uncontrolled _sphere of annihilation_, you can use an action to make a DC 25 Intelligence (Arcana) check and take control of it. On a success, the sphere moves in the direction of your choice a number of feet equal to 5 \u00d7 your Intelligence modifier (minimum 5 feet). On a failure, the sphere moves 10 feet toward you instead. \n\nIf a sphere is controlled by another creature, you may wrest away control by using an action and making an Intelligence (Arcana) check opposed by the controlling creature. On a success, you take control of the sphere and can utilize it as normal. \n\nA unique effect happens when a sphere comes into contact with a planar portal or extradimensional space (such as a _portable hole_ ). In the case of such an event, the Narrator rolls d100 to determine what happens next: on 1\u201350 the sphere is destroyed, on 51\u201385 the sphere simply moves through the portal or into the space, and on 86\u2013100 a rift forms that pulls in all creatures and objects within 180 feet. Each object and creature, including the sphere, reappears in a random plane of existence. ", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Legendary", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "spinal-whip-a5e", "fields": {"name": "Spinal Whip", "desc": "This magic whip deals 1d6 bludgeoning damage, and when you hit a living creature with an attack using it, the target takes an extra 1d8 necrotic damage.\n\nWhen you attack a living creature with this weapon and roll a 20 on the attack roll, it rattles with the death throes of the damned. Each creature of your choice in a 50-foot radius extending from you must succeed on a DC 18 Wisdom _saving throw_ or become _frightened_ of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can\u2019t willingly move to a space within 50 feet of you. It also can\u2019t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.", "document": 39, "page_no": null, "type": "Weapon", "rarity": "Very Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "spindle-of-spinning-a5e", "fields": {"name": "Spindle of Spinning", "desc": "You can use an action to stab with this spindle, treating it as an improvised weapon and making a melee weapon attack roll against a creature within reach. On a hit, you deal 1 magical piercing damage and the creature makes a DC 15 Strength _saving throw_ or it falls into a magical slumber (as the __sleep_ spell) for 2d4 hours. A sleeping creature awakens when it takes damage or a loud noise occurs within 50 feet of it.\n\nThis enchanted slumber is infectious through touch. When a creature uses an action to try and shake or slap a sleeper awake, it makes a DC 15 Strength _saving throw_ or it falls asleep for 1d4 hours.\n\nThe needle breaks when you roll a 1 on a weapon attack roll using it, dispersing its sleep magic in a 30-foot radius. Each creature in the area makes a DC 15 Strength _saving throw_ or it falls asleep.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "spirit-lantern-a5e", "fields": {"name": "Spirit Lantern", "desc": "When you use a bonus action to speak its command word, this lantern creates a magical bluish flame that emits _bright light_ in a 20-foot radius and dim light for an additional 20 feet. This light outlines any ethereal creatures within 40 feet and any _invisible_ creatures within 10 feet. ", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "spirit-trapping-camera-a5e", "fields": {"name": "Spirit-Trapping Camera", "desc": "Not to be mistaken for a simple spectral camera, this plain-looking but obviously finely-made piece gives off a subtle but reassuring feeling of peace. As an action, you can use one charge to focus the camera\u2019s lens on a single creature within 30 feet and take its picture. If the targeted creature is an undead or a fiend, it must make a DC 17 Charisma _saving throw_ or be instantly captured in a glass photographic plate. If the target is not an undead or fiendish creature the charge is wasted. Any other creatures shown in the photograph are unaffected, even if they are undead or fiends. The spirit-trapping camera can produce as many plates as it has charges, though each must be removed as a bonus action before you can use another charge.\n\nA trapped creature can be released by breaking the plate or it can be sent to its final judgment (in the case of an undead creature) or back to its native plane (in the case of a fiend) by immersing the plate in holy water for 1 hour, at which point it disappears. Creatures banished in this way cannot return to the plane they were sent away from for a year and a day by any means short of divine intervention. If neither of these actions are performed within 24 hours of the photograph being taken, the creature is banished as above, though it has no limitations on returning.\n\nThe spirit-trapping camera has 3 charges and regains 1 each dawn. When the last charge is expended, roll a d20\\. On a 1, it becomes a mundane photochemical camera.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Very Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "staff-of-charming-a5e", "fields": {"name": "Staff of Charming", "desc": "While holding this magical quarterstaff you can use an action and expend charges to cast one of the following spells, using your spell save DC: _charm person_ (1 charge), _command_ (1 charge), _comprehend languages_ (1 charge).\n\nOnce per dawn, when you are holding the staff and fail a _saving throw_ against an enchantment spell, you can instead choose to succeed. When you succeed on a saving throw against an enchantment spell (with or without the staff\u2019s intervention) you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster (targeting only them), as if you had cast the spell.\n\nThe staff has 10 charges and regains 1d8+2 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, it loses its magical properties.", "document": 39, "page_no": null, "type": "Staff", "rarity": "Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "staff-of-fire-a5e", "fields": {"name": "Staff of Fire", "desc": "While holding this staff you gain _resistance_ to fire damage, and you can use an action to expend charges to cast one of the following spells, using your spell save DC: __burning hands_ (1 charge), __fireball_ (3 charges), _wall of fire_ (4 charges).\n\nThe staff has 10 charges and regains 1d6+4 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the staff crumbles to ash and is destroyed.", "document": 39, "page_no": null, "type": "Staff", "rarity": "Very Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "staff-of-frost-a5e", "fields": {"name": "Staff of Frost", "desc": "While holding this staff you gain _resistance_ to cold damage, and you can use an action to expend charges to cast one of the following spells, using your spell save DC: __fog cloud_ (1 charge), _ice storm_ (4 charges), _wall of ice_ (4 charges), __cone of cold_ (5 charges).\n\nThe staff has 10 charges and regains 1d6+4 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the staff melts into water and is destroyed.", "document": 39, "page_no": null, "type": "Staff", "rarity": "Very Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "staff-of-gravity-bending-a5e", "fields": {"name": "Staff of Gravity Bending", "desc": "You gain a +2 bonus to _attack and damage rolls_ with this magic quarterstaff. In addition, while holding it you gain a +2 bonus to _spell attack rolls_ .\n\nWhile holding this staff, you can use an action to sense the direction of magnetic north (nothing happens if the staff is used in a location that has no magnetic north.) Alternatively, you can use an action to expend charges to cast one of the following spells (spell save DC 15): __feather fall_ (1 charge), __jump_ (1 charge), _levitate_ (2 charges), __telekinesis_ (5 charges), _reverse gravity_ (7 charges).\n\nThe staff has 10 charges and regains 1d6+4 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the staff loses its magical properties.", "document": 39, "page_no": null, "type": "Staff", "rarity": "Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "staff-of-healing-a5e", "fields": {"name": "Staff of Healing", "desc": "While holding this staff, you can use an action to expend charges to cast one of the following spells, using your spellcasting ability modifier: _cure wounds_ (1 charge per spell level, up to 4th-level), _lesser restoration_ (2 charges), __mass cure wounds_ (5 charges).\n\nThe staff has 10 charges, regaining 1d6+4 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the staff disappears with a flash of light and is lost forever.", "document": 39, "page_no": null, "type": "Staff", "rarity": "Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "staff-of-power-a5e", "fields": {"name": "Staff of Power", "desc": "You have a +2 bonus to attack and damage rolls made with this magic quarterstaff. When you hit with a melee attack using this staff, you can expend 1 charge to deal an extra 1d6 force damage to the target. Additionally, while holding it you gain a +2 bonus to AC, saving throws, and spell attack rolls.\n\n**_Spells._** While holding this staff, you can use an action to expend charges to cast one of the following spells, using your spell save DC and spell attack bonus: _magic missile_ (1 charge), __ray of enfeeblement_ (1 charge), __levitate_ (2 charges), __hold monster_ (5 charges), __lightning bolt_ (5th-level version, 5 charges), __wall of force_ (5 charges), __cone of cold_ (5 charges), __fireball_ (5th-level version, 5 charges), _globe of invulnerability_ (6 charges).\n\nThe staff has 20 charges and regains 2d8+4 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 20, the staff immediately regains 1d8+2 charges. On a 1, the staff loses its magical properties, apart from its +2 bonus to attack and damage rolls.\n\n_**Retributive Strike**._ You can use an action to destroy the staff, releasing its magic in a 30-foot-radius explosion. Roll a d6\\. On an even result, you teleport to a random plane of existence and avoid the explosion. On an odd result, you take damage equal to 16 \u00d7 the number of charges in the staff. Every other creature in the area makes a DC 17 Dexterity _saving throw_ . On a failed save, a creature takes damage based on how far away it is from the point of origin, as on the Retributive Strike table. On a successful save, a creature takes half as much damage.\n\n__**Table: Retributive Strike**__\n| **Distance from Origin** | **Damage** |\n| ------------------------ | ------------------------ |\n| 10 feet away or closer | 8 \u00d7 charges in the staff |\n| 11 to 20 feet away | 6 \u00d7 charges in the staff |\n| 21 to 30 feet away | 4 x charges in the staff |", "document": 39, "page_no": null, "type": "Staff", "rarity": "Very Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "staff-of-squalor-a5e", "fields": {"name": "Staff of Squalor", "desc": "Strands of white mycelium cover the head of this gnarled wooden staff. When tapped on the ground, the staff sheds a thin coating of dirt. While attuned to the staff, you suffer no harmful effects from _diseases_ but can still carry diseases and spread them to others. When you hit a creature with this staff, you can force the target to make a DC 12 Constitution _saving throw_ . On a failure, it contracts one disease of your choice that you\u2019re currently carrying.", "document": 39, "page_no": null, "type": "Staff", "rarity": "Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "staff-of-striking-a5e", "fields": {"name": "Staff of Striking", "desc": "You have a +3 bonus to _attack and damage rolls_ made with this magic quarterstaff.\n\nWhen you hit with a melee attack using this staff, you can expend up to 3 of its charges, dealing an extra 1d6 force damage per expended charge.\n\nThe staff has 10 charges and regains 1d6+4 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, it loses its magical properties.", "document": 39, "page_no": null, "type": "Staff", "rarity": "Very Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "staff-of-swarming-insects-a5e", "fields": {"name": "Staff of Swarming Insects", "desc": "While holding this staff, you can use an action to expend charges to conjure an insect cloud, or cast one of the following spells, using your spell save DC: _giant insect_ (4 charges), __insect plague_ (5 charges)\n\n_**Insect Cloud**_ (1 Charge). A swarm of harmless flying insects spreads out in a 30-foot radius from you, _heavily obscuring_ the area for creatures other than you. It moves when you do, with you at its center. The radius of the swarm decreases by 10 feet each time you are included within an area of effect that deals damage. The insects remain for 10 minutes, until the swarm\u2019s radius is less than 10 feet, or it is dispersed by strong wind.\n\nThe staff has 10 charges and regains 1d6+4 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the staff is destroyed as it transforms into a swarm of insects which immediately disperse.", "document": 39, "page_no": null, "type": "Staff", "rarity": "Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "staff-of-the-magi-a5e", "fields": {"name": "Staff of the Magi", "desc": "You have a +2 bonus to _attack and damage rolls_ made with this magic quarterstaff. Additionally, while holding it you gain a +2 bonus to _spell attack rolls_ and _advantage_ on _saving throws_ against spells.\n\n_**Spell Absorption.**_ When another creature casts a spell which targets only you, you can use your reaction to cause the staff to absorb the magic of the spell, cancelling its effect and gaining charges equal to the spell\u2019s level. If this brings the staff\u2019s total charges above 50, the staff explodes as if you activated its Retributive Strike.\n\n_**Spells.**_ While holding this staff, you can use an action to expend charges to cast one of the following spells, using your spell save DC and spell attack bonus: __flaming sphere_ (2 charges), _invisibility_ (2 charges), _knock_ (2 charges), _web_ (2 charges), __dispel magic_ (3 charges), _ice storm_ (4 charges), _wall of fire_ (4 charges), __passwall_ (5 charges), __telekinesis_ (5 charges), __conjure elemental_ (7 charges), _fireball_ (7th-level version, 7 charges), _lightning bolt_ (7th-level version, 7 charges), __plane shift_ (7 charges). \nYou can also use an action to cast the following spells from the staff without expending any charges: __arcane lock , detect magic , enlarge/reduce , light , mage hand , protection from evil and good ._\n\nThe staff has 50 charges and regains 4d6+2 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 20, the staff immediately regains 1d12+1 charges.\n\n_**Retributive Strike.**_ You can use an action to destroy the staff, releasing its magic in a 30-foot-radius explosion. Roll a d6\\. On an even result, you teleport to a random plane of existence and avoid the explosion. On an odd result, you take damage equal to 16 \u00d7 the number of charges in the staff. Every other creature in the area makes a DC 17 Dexterity _saving throw_ . On a failed save, a creature takes damage based on how far away it is from the point of origin, as on the _Retributive Strike_ table. On a successful save, a creature takes half as much damage.", "document": 39, "page_no": null, "type": "Staff", "rarity": "Legendary", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "staff-of-the-python-a5e", "fields": {"name": "Staff of the Python", "desc": "You can use an action to speak this staff\u2019s command word and throw it at a point on the ground within 10 feet to transform it into a _giant constrictor snake_ **.** During your turn, while you aren\u2019t incapacitated and remain within 60 feet of it, you can mentally command the snake. The snake acts immediately after you. You decide its moves and actions, or you can issue a general command such as to guard a location.\n\nAs a bonus action, you can transform the snake back into a staff by repeating the command word. The staff appears in the space formerly occupied by the snake. If the snake has at least 1 hit point when it becomes a staff, it regains all its hit points.\n\nIf the snake is reduced to 0 hit points, it is destroyed, reverting to staff form before shattering into pieces.", "document": 39, "page_no": null, "type": "Staff", "rarity": "Uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "staff-of-the-web-tender-a5e", "fields": {"name": "Staff of the Web-Tender", "desc": "You gain a +2 bonus to _attack and damage rolls_ with this magic quarterstaff. Additionally, while holding it you gain a +2 bonus to _spell attack rolls_ .\n\nWhile holding this staff, natural and magical spider webs do not hamper your movement. In addition, you can use an action to expend 1 charge to cast _animal friendship_ (spiders only), using your spell save DC. For 1 charge, you cast the 1st-level version of the spell. You can affect one additional spider for each additional charge expended.\n\nYou can use an action to expend 5 charges to summon a _phase spider_ , which appears in an unoccupied space you can see within 60 feet of you. The spider is friendly to you and your companions and takes its turn immediately after yours. It obeys your verbal commands. Without such commands, the spider only defends itself. The spider disappears when reduced to 0 hit points or 1 hour after you summoned it.\n\nThe staff has 8 charges and regains 1d6+2 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the staff transforms into hundreds of harmless Tiny spiders that wander away.", "document": 39, "page_no": null, "type": "Staff", "rarity": "Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "staff-of-the-woodlands-a5e", "fields": {"name": "Staff of the Woodlands", "desc": "You gain a +2 bonus to _attack and damage rolls_ with this magic quarterstaff. Additionally, while holding it you gain a +2 bonus to spell attack rolls.\n\nWhile holding this staff, you can use an action to cast pass without trace, or to expend charges to cast one of the following spells, using your spell save DC: _animal friendship_ (1 charge), _speak with animals_ (1 charge), __barkskin_ (2 charges), _locate animals or plants_ (2 charges), __speak with plants_ (3 charges), __awaken_ (5 charges), __wall of thorns_ (6 charges).\n\n_**Tree Form**._ As an action you can plant the staff in the earth and expend 1 charge, transforming it into a full-grown tree. The tree is 60 feet tall, has a 5-foot-wide trunk, and its highest branches fill a 20-foot radius. The tree looks ordinary but radiates faint transmutation magic if inspected with __detect magic ._ By using an action to touch the tree and speak the staff\u2019s command word, you can transform it back into a staff. Creatures in the tree fall when the staff reverts to its original form.\n\nThe staff has 10 charges and regains 1d6+4 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the staff loses its magical properties.", "document": 39, "page_no": null, "type": "Staff", "rarity": "Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "staff-of-thunder-and-lightning-a5e", "fields": {"name": "Staff of Thunder and Lightning", "desc": "You gain a +2 bonus to _attack and damage rolls_ with this magic quarterstaff. Additionally, while holding it you can activate one of the following properties, each of which can be used once per dawn.\n\n**_Lightning._** When you make a successful melee attack with the staff, you deal an extra 2d6 lightning damage.\n\n_**Thunder.**_ When you make a successful melee attack with the staff, you cause it to emit a thunderclap audible up to 300 feet away. The target makes a DC 17 Constitution _saving throw_ or it is _stunned_ until the end of your next turn.\n\n_**Lightning Strike.**_ You can use an action to fire a 120 feet long and 5 foot wide line of lightning from the staff. Each creature in the area makes a DC 17 Dexterity _saving throw_ , taking 9d6 lightning damage on a failure, or half damage on a success.\n\n_**Thunderclap.**_ You can use an action to create a thunderous roar audible up to 600 feet away. Each creature other than you within 60 feet makes a DC 17 Constitution _saving throw_ or takes 2d6 thunder damage and becomes _deafened_ for 1 minute. On a successful save, a creature takes half damage and isn\u2019t deafened.\n\n_**Thunder and Lightning**._ You can use an action to use the Lightning Strike and Thunderclap properties simultaneously. This doesn\u2019t expend the daily uses of those properties, only this one.", "document": 39, "page_no": null, "type": "Staff", "rarity": "Very Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "staff-of-withering-a5e", "fields": {"name": "Staff of Withering", "desc": "This magic quarterstaff has 3 charges and regains 1d3 expended charges each dawn. When you make a successful _melee attack_ with the staff, you can expend 1 charge to deal an extra 2d10 necrotic damage. The target makes a DC 15 Constitution _saving throw_ or for the next hour it has _disadvantage_ on Strength and Constitution checks and saving throws.", "document": 39, "page_no": null, "type": "Staff", "rarity": "Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "stalking-cat-a5e", "fields": {"name": "Stalking Cat", "desc": "This jade pendant takes the form of a cat ready to pounce. Once per day while attuned to this pendant you may immediately reroll a failed melee weapon attack or Stealth roll. If the reroll also fails the pendant loses its magic, becoming a mundane item worth 25 gold.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "star-heart-a5e", "fields": {"name": "Star Heart", "desc": "This item looks like a bright orange starfish. Once you are attuned to the _star heart_ it attaches to your skin over your heart, and as long as you have at least 1 hit point you regain 1d6 hit points every 10 minutes. If you lose a body part, after 1d6 + 1 days if you have at least 1 hit point the whole time the body part regrows and returns to full functionality.\n\nIn addition, any lost body part grows into an entirely new version of yourself after 1d4 + 3 days, complete with your personality, memory, and abilities. This new clone is independent and sentient, although it is incapable of further duplication. Every time a clone is created, one of the five legs of the _star heart_ withers and dies; it only regenerates when its associated clone dies. \n\nIf all five legs have grown into clones, then the _star heart_ is destroyed.\n\n_**Curse.**_ While some may say that having a clone that believes itself to be just as much \u201cyou\u201d as yourself is enough of a curse in and of itself, the _star heart_ has other dangers. It was designed for a disposable warrior class of drones and isn\u2019t quite compatible with other creatures. Every time the _star heart_ creates a clone, there\u2019s a chance that something may go wrong. Roll 1d20 and consult Table: Star Heart Clone. If the result was over 11, then roll again, applying all effects.\n\n__Table: Star Heart Clone__\n| **d20** | **Effect** |\n| ------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |\n| 1 | The clone is an exact copy (unless affected by previous rolls) but it is lifeless. |\n| 2\u201311 | Nothing. The clone is an exact copy of you (if you have acquired scars or other imperfections over the years that regeneration didn\u2019t cure then the clone will still lack them). |\n| 12\u201313 | The clone is an exact copy, but its mind has been permanently warped by the regeneration process. It rolls once on Table: _Long Term Mental Stress Effects_ . |\n| 14\u201315 | The clone is an exact copy but something has changed in its personality. The clone may choose to pursue a different class or profession than you. Whenever the clone can see you, it needs to make a DC 12 Wisdom check or it acquires a _short-term mental stress effect_ . |\n| 16\u201317 | Something is off. The clone may have different colored eyes or hair, new birthmarks or blemishes, or other minor differences (such as a different score in one or two abilities). Such differences are easy to hide and can be difficult to spot. These differences prey on the clone\u2019s mind when it is near you. Whenever the clone can see you, it needs to make a DC 12 Wisdom check or it acquires a _short-term mental stress effect_ . |\n| 18 | The clone is obviously imperfect. At the Narrator\u2019s discretion, the clone may be noticeably shorter, taller, heavier, or lighter than you. The clone has _disadvantage_ on any attempts to disguise itself as you. Whenever the clone can see you, it needs to make a DC 14 Wisdom check or it acquires a _long-term mental stress effect_ . |\n| 19 | The clone is effectively a reincarnation of you. Roll on Table: _Reincarnation_ to determine the clone\u2019s heritage. Whenever the clone can see you, it needs to make a DC 14 Wisdom check or it acquires a _long-term mental stress effect_ . |\n| 20 | There is a darkness within the clone and it wants to replace you. No matter how perfect the copy, the clone always attacks you on sight with the intent to kill (at the Narrator\u2019s discretion, the clone may delay such an act if it would be immediately beneficial to the clone\u2014once the benefit is gone, the bloodlust returns). The clone also plots against you when not in its presence, hiring assassins or otherwise attempting to vex or destroy you. |\n\n**Note:** Particular _mental stress effects_ do not stack. For example, if the clone has both a personality change and develops a phobia, it only needs to make a single DC 14 Wisdom check when it sees you.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Legendary", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "steelsilk-mantle-a5e", "fields": {"name": "Steelsilk Mantle", "desc": "This ornate purple silk cloak is interwoven with enchanted steel threads. As a bonus action, you can reshape some part of the cloak into any mundane steel object that can be held in one hand, such as a sword, a key, or a cage. This item detaches from the main cloak, but can be reattached on your turn (no action required). Only one item may be detached from the cloak at a time. Three times between _long rests_ , when you see a creature target you with an attack you can use your reaction to spin the cloak into its path. The cloak hardens like a shield, increasing your AC by +4 against that attack.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "stick-awl-a5e", "fields": {"name": "Stick Awl", "desc": "This simple, small, pointed leatherworking tool has a sturdy maple wooden handle and a superb steel point that never dulls. Used by crafters to make the finest armor, it has been known to pierce the toughest of hides. When used as a weapon the awl is treated as a dagger that deals 1 point of magical piercing damage. When you speak the command word while making a successful melee weapon attack with it against an object, the awl is destroyed after puncturing a hole. The awl is able to puncture any substance, and the hole it leaves behind is 3-inches deep with a diameter of 1/8th-inch. Unlike other enchanted trinkets, the awl can be used as a weapon without potentially being destroyed.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "stone-of-controlling-earth-elementals-a5e", "fields": {"name": "Stone of Controlling Earth Elementals", "desc": "You can use an action to touch this 5 pound stone to the ground and speak a command word, summoning an _earth elemental_ (as the _conjure elemental_ spell). Once used, the stone cannot be used again until the next dawn.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "stone-of-good-luck-luckstone-a5e", "fields": {"name": "Stone of Good Luck (Luckstone)", "desc": "You gain a +1 bonus to ability checks and _savings throws_ as long as this lustrous gemstone is on your person.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "subtle-mage-gloves-a5e", "fields": {"name": "Subtle Mage Gloves", "desc": "While wearing these gloves, you gain a +1 bonus to AC. In addition, when you cast a spell you can use your reaction to expend a number of charges equal to the spell\u2019s level, casting it without any seen or vocalized components. The gloves have 4 charges and regain 1d3 charges each dawn.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "sun-blade-a5e", "fields": {"name": "Sun Blade", "desc": "This weapon first appears to be nothing more than a sword hilt. While holding the hilt, you can use a bonus action to make a blade of sunlight appear or disappear. Being proficient in shortswords or longswords grants proficiency with this magic sword, which also has the finesse property as long as the blade is in existence.\n\nWhile the blade is ignited, you gain +2 bonus to _attack and damage rolls_ made with it, dealing 1d8 radiant damage on a hit (instead of slashing damage), or 2d8 radiant damage if your target is undead.\n\nThe blade shines with _bright sunlight_ in a 15-foot radius and dim sunlight for an additional 15 feet. You can use an action to increase or decrease the bright sunlight and dim sunlight radiuses by 5 feet, up to a maximum of 30 feet each or down to a minimum of 10 feet each.", "document": 39, "page_no": null, "type": "Weapon", "rarity": "Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "survivors-cloak-a5e", "fields": {"name": "Survivor\u2019s Cloak", "desc": "This cloak is an unassuming neutral grayish-brown color that seems to slowly fade into the background whenever you are standing still. You cannot attune to this cloak if you are not proficient with Survival. \n\nWhile attuned to and wearing the cloak, you may treat a _long rest_ as if you were in a _haven_ . Once you use this property, you cannot do so again for 1 week. \n\nIn addition, the cloak allows you to travel at a fast pace while remaining stealthy.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "sword-of-life-stealing-a5e", "fields": {"name": "Sword of Life Stealing", "desc": "When you use this weapon to make an attack against a creature that is not a construct or undead and roll a natural 20, the creature takes an extra 3d6 necrotic damage and you gain an amount of temporary hit points equal to the necrotic damage dealt.", "document": 39, "page_no": null, "type": "Weapon", "rarity": "Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "sword-of-sharpness-a5e", "fields": {"name": "Sword of Sharpness", "desc": "Objects hit with this sword take the maximum damage the weapon\u2019s damage dice can deal.\n\nWhen you use this sword to _make an attack_ against a creature and roll a natural 20, the target takes an extra 4d6 slashing damage. Then roll an additional d20, and on a natural 20 you chop off one of the target\u2019s limbs (or a portion of its body if it has no limbs). The Narrator determines what effect (if any) the result of this severing off is.\n\nYou may also speak this sword\u2019s command word to make the blade emit bright light in a 10-foot radius and dim light an additional 10 feet. Repeating the command word or sheathing the sword extinguishes the blade\u2019s light.", "document": 39, "page_no": null, "type": "Weapon", "rarity": "Very Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "sword-of-the-serpent-a5e", "fields": {"name": "Sword of the Serpent", "desc": "You gain a +2 bonus to _attack and damage rolls_ made with this magic sword. When you hit with this weapon, you deal an extra 1d6 poison damage. The sword has 3 charges and regains all expended charges at dawn.\n\nWhile wielding the sword, you can use an action to expend 1 charge and cast __polymorph_ on yourself, transforming into a _giant poisonous snake_ . While in this form, you retain your Intelligence, Wisdom, and Charisma scores.", "document": 39, "page_no": null, "type": "Weapon", "rarity": "Very Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "sword-of-three-traditions-a5e", "fields": {"name": "Sword of Three Traditions", "desc": "The _Sword of Three Traditions_ is a jewel-pommeled blade with the power to transform into other weapons\u2014each specially suited for one of the eleven martial traditions. Originally called the _Sword of All Traditions,_ over time the gems in the pommel were lost and now only three remain. Should its lost gemstones be returned, the blade might be restored to its full spectrum of glory and power.\n\n**Legends and Lore** Success on an Arcana or History check reveals the following:\n\n**DC 15** This is the _Sword of Three Traditions,_ which grants mastery of the techniques of combat. Each of the three gemstones in its hilt represents a tradition of combat.\n\n**DC 18** The sword can transform into other weapons based on the gemstones in its hilt.\n\n**DC 21** Only a dragon of the same color can destroy the sword\u2019s gemstones.\n\n**Artifact Properties**\n\nThe _Sword of Three Traditions_ has two lesser artifact benefits, one greater artifact benefit, and one greater artifact detriment. For each of the first five magical gemstones restored to the sword, it gains 1 lesser artifact benefit. For each of the last three magical gemstones restored to it, the sword gains 1 greater artifact detriment and 1 greater artifact benefit.\n\nThe _Sword of Three Traditions_ is a _1 longsword_ . Once you are attuned, you can use an action to turn the sword into a different _1 weapon ._ In addition, when you use a combat maneuver, the sword automatically changes into the weapon associated with that tradition. To change into a given weapon, the gem associated with that tradition must be attached. \n\nWhile holding the sword, when you use a combat maneuver of a tradition associated with an attached gem, its exertion cost is reduced by 1 (minimum 1 exertion).\n\n**Magical Gemstones**\n\nEach of the lost magical gemstones of the _Sword of Three Traditions_ is a wondrous item and artifact that requires attunement. Once attuned to a magical gemstone, it bestows a minor artifact benefit. You can only attune to the magical gemstone if you know a combat maneuver from the tradition associated with it. \n\nYou can use an action to attach a magical gemstone to the sword. No matter how many magical gemstones are attached to the sword, it counts as a single magic item for the purposes of attunement.\n\nThe sword normally comes affixed with its diamond, peridot, and sapphire (for the Adamant Mountain, Rapid Current, and Razor\u2019s Edge traditions), but the Narrator may choose to have different magical gemstones attached to it or determine them randomly. \n\nWhen the sword turns into more than one item, the +1 bonus to _attack and damage rolls_ only apply to any weapons created (there are no bonuses bestowed to the ammunition or shield). The additional objects materialize either in the attuned creature\u2019s off-hand or strapped to their back. Any such item created by the sword disappears after 1 minute if it is no longer on your person, or when the sword changes shape again.\n\n The sword\u2019s power increases when 7 gems are in its pommel (turning it into a _2 weapon_ that reduces exertion costs by 2) or when fully restored with all 11 magical gemstones (turning it into a _3 weapon_ that reduces exertion costs by 3). \n\n__**Table: Sword of Three Traditions**__\n| **1d12** | **Tradition** | **Weapon** | **Gem** |\n| -------- | ------------------- | --------------------------------- | ---------- |\n| 1 | Razor\u2019s Edge | Longsword | Diamond |\n| 2 | Adamant Mountain | Greatsword | Peridot |\n| 3 | Rapid Current | Two shortswords | Sapphire |\n| 4 | Biting Zephyr | Longbow and quiver with 10 arrows | Pearl |\n| 5 | Mirror\u2019s Glint | Saber and light shield | Opal |\n| 6 | Mist and Shade | Dagger | Aquamarine |\n| 7 | Sanguine Knot | Bastard sword | Garnet |\n| 8 | Spirited Steed | Lance | Topaz |\n| 9 | Tempered Iron | Morningstar | Amethyst |\n| 10 | Tooth and Claw | Battleaxe | Ruby |\n| 11 | Unending Wheel | Rapier | Emerald |\n| 12 | Adventurer\u2019s choice | \\- | \\- |\n\n### **Seekers of the Sword**\n\nThe _Sword of Three Traditions_ is sought after by power hungry and righteous warriors alike, and any search for the fabled blade is certain to cause conflict with some of the following foes.\n\n__**Table: Seekers of the Sword**__\n| **1d6** | **Adversary** |\n| ------- | ------------------------------------------ |\n| 1 | _Warrior_ on training pilgrimage |\n| 2 | Despot with a band of raiders |\n| 3 | Master martial artist who tests the worthy |\n| 4 | Spellsword in search of secrets |\n| 5 | Greedy _assassin_ or _thief_ |\n| 6 | Greedy _assassin_ or _thief_ |\n\n### **Destroying the Sword**\n\nThe power which binds the _Sword of Three Traditions_ is located in its magical gemstones. Each gemstone can be destroyed forever if it is removed from the pommel and fed to an adult or older true dragon of similar hue. Once each magical gemstone is destroyed, the blade crumbles into dust.", "document": 39, "page_no": null, "type": "Weapon", "rarity": "Artifact", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "sword-of-wounding-a5e", "fields": {"name": "Sword of Wounding", "desc": "Once per turn, when you use this sword to _hit a creature_ with a melee weapon attack, in addition to dealing the attack damage you may inflict it with a wound. A wounded creature takes 1d4 necrotic damage at the start of each of its turns for each wound you have inflicted this way. Whenever the creature is damaged by its wound, it can make a DC 15 Constitution _saving throw_ , ending all wound effects it is suffering from on a success. Alternatively, the wounds can be healed if the wounded creature (or a creature within 5 feet of it) uses an action to make a DC 15 Medicine check, ending all wound effects it is suffering from on a success.\n\nDamage dealt by this sword can only be regained by taking a _short or long rest_ \u2014no other method, magical or otherwise, will restore the hit points.", "document": 39, "page_no": null, "type": "Weapon", "rarity": "Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "tailored-suit-of-armor-a5e", "fields": {"name": "Tailored Suit of Armor", "desc": "For the debonair gentleman or sophisticated lady who wishes to attend the ball in something respectable but still retain the safety of mind that armor provides, this set of padded leather armor is glamored with an illusion that makes it look like a finely-tailored suit or dress. This illusion does not hold up to physical scrutiny and any creature who physically interacts with the armor sees through the figment with a successful DC 10 Investigation check.", "document": 39, "page_no": null, "type": "Armor", "rarity": "Common", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "talisman-of-pure-good-a5e", "fields": {"name": "Talisman of Pure Good", "desc": "This talisman\u2019s purity harms creatures that do not have the Good trait, dealing 6d6 radiant damage when touched (or 8d6 radiant damage to a creature with the Evil trait). A creature carrying or holding this item takes the same damage at the end of each of its turns as long as it does so.\n\nA cleric or herald with the Good trait can use this talisman as a holy symbol, which grants a +2 bonus to _spell attack rolls_ while held or worn.\n\nIn addition, the talisman has 7 charges. While wielded or worn, you can use an action to expend a charge and choose a target within 120 feet that is on the ground. If the creature has the Evil trait, it makes a DC 20 Dexterity _saving throw_ or is destroyed by a flaming pit that appears beneath it. Once the pit closes no trace of it or the target remains. Once all charges are expended, the talisman collapses into golden specks of light.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Legendary", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "talisman-of-the-sphere-a5e", "fields": {"name": "Talisman of the Sphere", "desc": "When you hold this talisman while making an Intelligence (Arcana) check to control a __sphere of annihilation_ add your proficiency bonus twice. If you are in control of a _sphere of annihilation_ at the start of your turn, you can use an action to move the sphere 10 feet plus a number of additional feet equal to 10 \u00d7 your Intelligence modifier.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Legendary", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "talisman-of-ultimate-evil-a5e", "fields": {"name": "Talisman of Ultimate Evil", "desc": "This talisman\u2019s blasphemous nature harms creatures that do not have the Evil trait, dealing 6d6 necrotic damage when touched (or 8d6 necrotic damage to a creature with the Good trait). A creature carrying or holding this item takes the same damage at the end of each of its turns as long as it does so. \n\nA cleric or herald with the Evil trait can use this talisman as a holy symbol, which grants a +2 bonus to _spell attack rolls_ while held or worn.\n\nIn addition, the talisman has 6 charges. While wielded or worn, you can use an action to expend a charge and choose a target within 120 feet that is on the ground. If the creature has the Good trait, it makes a DC 20 Dexterity _saving throw_ or is destroyed by a flaming pit that appears beneath it. Once the pit closes no trace of it or the target remains. Once all charges are expended, the talisman melts into a puddle of ooze. ", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Legendary", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "that-which-spies-from-infinitys-true-name-a5e", "fields": {"name": "That Which Spies From Infinity\u2019s True Name", "desc": "This slip of parchment contains the magically bound name \u201cHoltrathamogg\u201d surrounded by eldritch symbols that defy all translation. While you are attuned to it, you can use a bonus action to invoke the name on this parchment to summon a vision of a dark and tentacled elder evil beside you for 1 minute. Holtrathamogg is utterly alien and is disquietingly silent unless spoken to. Once a vision is summoned in this way, it cannot be summoned again for the next 24 hours.\n\nYou can use an action to verbally direct the vision to do any of the following: \n\n* Instantly snuff out a bonfire, candle, or similar light source within 15 feet.\n* Translate up to 25 words of spoken or written Deep Speech into Common.\n* Whisper madness into the ears of a target creature within 5 feet. A creature whispered to in this way makes a DC 13 Wisdom _saving throw_ or becomes _frightened_ until the end of its next turn.\n\nAlternatively, as an action while the vision is summoned you can agree to revoke your claim on That Which Spies From Infinity in exchange for its direct assistance. When you do so the parchment melts away into nothing and for the next minute the vision transforms into an eldritch ethereal tentacle within 30 feet. On each of your turns, you can use a bonus action to verbally instruct the tentacle to make a melee spell attack (+6 bonus to hit) against a target within 10 feet of it. On a hit, the target takes 1d8 cold damage and its Speed is reduced by 10 feet until the start of your next turn. Once you have revoked your claim in this way, you can never invoke That Which Spies From Infinity\u2019s true name again.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "the-song-of-creation-a5e", "fields": {"name": "The Song of Creation", "desc": "This golden tome is a written record of the divine dance which brought the world into being. _The Song of Creation i_s eternal, meaning that it has always existed even before the words were wrought onto the page. One wonders\u2014is the _Song of Creation_ the written word, the book, or the melody the gods sang? Somehow the _Song of Creation_ is more than this and yet they all are one. That means that in a way the _Song of Creation\u2019s_ wielder holds the multiverse itself in their hands.\n\n**Legends and Lore Success** on an Arcana or History check reveals the following:\n\n**DC 15** This is the _Song of Creation_, a prayer book filled with the eternal melody which brought the world into being. \n\n**DC 18** The tome can break the minds of those who read it, but it can also grant access to powerful miracles.\n\n**DC 21** The tome is completely indestructible.\n\n**Artifact Properties**\n\nThe _Song of Creation_ has two lesser artifact benefits, one lesser artifact detriment, and one greater artifact detriment.\n\n**Mystical Tome**\n\nThis tome is written in a script that even the angels cannot decipher. While attuned to it, you can read it as though you are reading your first language. Reading the _Song of Creation_ reveals beautiful poetry about nature, light, and life, but structurally they do not make sense when read start-to-end. The poems cannot be perfectly translated, as each individual interprets the same poem differently. The pages cannot be counted, and various purported complete counts invariably disagree. \nWhen you first attune to this tome and when you read it, you must make a DC 18 Wisdom _saving throw_ or else become _stunned_ for 1 hour. If you succeed on this saving throw, you are not subject to it again for 1 week. If you consult this tome during a Wisdom or Intelligence check to recall lore, you gain a +5 bonus to the roll, and any natural d20 results of 2 through 9 count as a 10.\n\n**Magic**\n\nWhile you use this prayer book as a spell focus, you gain a +3 bonus to spell attack rolls and your spell save DC, and you cast the spell without the need for any other material components that cost 1,000 gold or less. In addition, you know the following spells: __astral projection , demiplane , gate , maze , true resurrection ._\n\n**Destroying the Song**\n\nThe _Song of Creation_ is made from a material that defies categorization, and it may well be indestructible. The best hope at banishing its power from the world is to return the tome directly into the hands of a god.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Artifact", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "the-traveling-chest-a5e", "fields": {"name": "The Traveling Chest", "desc": "This large chest has an interior space 5 feet wide, 3 feet deep, and 3 feet tall, and appears mundane save that the wood used in its construction is normally reserved for making magic wands. It\u2019s magical properties become apparent however when it moves, as it stands on hundreds of tiny humanoid legs and opens to reveal a long red tongue and a rim dotted with sharp teeth. It functions like a typical chest with the following additional properties.\n\n**_Mimic-Like._** _The Traveling Chest_ can use an action to appear to be a mundane chest, and you can verbally command it to do so. While mimicking a normal chest in this way it is indistinguishable from its mundane counterpart.\n\n_**Multiple Interiors.** The Traveling Chest_ has 1,000 different interior spaces, each 5 feet wide, 3 feet deep, and 3 feet tall. You can verbally request any particular space (such as the last one, or the one with my laundry in it) and when opened the chest reveals that interior. Otherwise the chest opens to reveal a random interior space. While the chest is closed, all of its interior spaces are located within separate pocket dimensions. These pocket dimensions have no air, and any Supply stored within them instantly deteriorates and rots as if decades have passed as soon as the chest is closed. Only you can summon up the other interiors in this way, and any other creature that opens the chest only finds the \u201cfirst interior\u201d.\n\n_**Relentless.**_ Once you attune to _The Traveling Chest_, it relentlessly follows you until it sits no more than 15 feet away from you. The chest is magically aware of your location at all times, even if you are on a separate plane. If separated from you the chest travels towards you as fast as it can to the best of its ability and it attacks any creature that attempts to hinder its progress. If you are functionally unreachable, such as being on a different plane or across an ocean, the chest still progresses using even esoteric or hidden methods of reaching you such as magic portals or stowing away on ships headed in your direction.\n\n_**Imprinted.**_ _The Traveling Chest_ does not relinquish attunement once attuned, and you cannot voluntarily remove this attunement. If you attune to additional magic items beyond your limit, _The Traveling Chest_ always remains as one of your attuned items. \n\n_**Pack Lightly.** The Traveling Chest_ does not like being weighed down too much, and can carry a maximum of 10 bulky items. Any additional bulky items you attempt to store within it are spit out. \n\n_**Sentience.** The Traveling Chest_ is a sentient construct with Intelligence 3, Wisdom 14, and Charisma 12\\. It has blindsight to a range of 60 feet. _The Traveling Chest_ cannot speak or read, but it understands Common and Elvish. _The Traveling Ches_t lacks proper communication, but can animalistically communicate simple emotions (most often boredom or rage).\n\n_**Personality.**_ _The Traveling Chest_ has the intellect and temperament of a poorly trained dog. Loyalty has been branded magically into its psyche but its actual obedience is looser. The chest is playful and quick to anger, yet is utterly committed to following whomever is attuned to it. It also isn\u2019t a fighter and ignores outright commands to attack, though it defends itself in combat when it is attacked. It likes to be used for its intended purpose, happiest when numerous items are stored within it and regularly retrieved. If left idle or unused for more than a day it will come into conflict. While in conflict the chest intentionally opens to the wrong interior spaces, or remains indignantly locked, and it generally acts snippy and uncooperative. An apology and DC 14 Animal Handling or Persuasion check calms the chest down and ends the conflict, or if it feels genuinely mistreated, it can be offered a full wardrobe\u2019s worth of new clothing to store as a peace offering.\n\n---\n\n**The Traveling Chest Challenge 7**\n\n_Medium construct_ 2,900 XP\n\n**Armor Class** 18 (natural armor)\n\n**Hit Points** 119 (14d6+70)\n\n**Speed** 50 ft.\n\nSTR DEX CON INT WIS CHA\n\n18 (+4) 14 (+2) 20 (+5) 3 (\u20134) 14 (+2) 12 (+1)\n\n**Proficiency** +3; **Maneuver** DC 15\n\n**Damage Resistances** cold, fire; bludgeoning, piercing, slashing from nonmagical weapons\n\n**Damage Immunities** necrotic, poison, thunder\n\n**Condition Immunities** _fatigued_ , _poisoned_ \n\n**Senses** blindsight 60 ft., passive Perception 12\n\n**Languages** understands but can not speak Common, Elvish\n\n**_False Appearance._** While _The Traveling Chest_ remains motionless, it is indistinguishable from an ordinary chest.\n\n_**Immutable Form**_. The chest is immune to any spell or effect that would alter its form.\n\nACTION\n\n**_Bite._** _Melee Weapon Attack_: +7 to hit, reach 5 ft., one target. Hit: 18 (3d8+4) piercing damage. If the target is a creature, it is _grappled_ (escape DC 15). Until this grapple ends, the target is _restrained_ , and the chest can't bite another target.\n\n_**Swallow.**_ The chest makes one bite attack against a Medium or smaller creature it is _grappling_ . If the attack hits, that creature takes the bite's damage and is swallowed, and the grapple ends. While swallowed, the creature is _blinded_ and _restrained_ , it has _total cover_ against attacks and other effects outside the chest, and it begins _suffocating_ at the start of each of the chest\u2019s turns. If the chest takes 30 damage or more on a single turn from a creature inside it, the chest regurgitates all swallowed creatures along with up to 1d10 other random items that were stored within it, all of which falls _prone_ in a space within 10 feet of the chest. If the chest dies, all swallowed creatures are no longer restrained by it, and they and any items reappear randomly in unoccupied spaces within 10 feet of the destroyed chest. ", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Legendary", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "timekeeper-gremlin-a5e", "fields": {"name": "Timekeeper Gremlin", "desc": "Inside of this iron locket waits a Tiny ethereal green goblinoid endlessly counting to itself. The magical creature obeys very limited instructions but only when they relate to timekeeping. It counts the seconds, minutes, and hours accurately out loud as they pass, immediately losing count when interrupted. ", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "tome-of-clear-thought-a5e", "fields": {"name": "Tome of Clear Thought", "desc": "This magical book dictates methodologies for more rational and logical thinking. Spending 48 hours over 6 days (or fewer) reading and following the book\u2019s methodologies increases your Intelligence score and your maximum Intelligence score by 2\\. The tome then becomes a mundane item for a century before it regains its magic.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Very Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "tome-of-leadership-and-influence-a5e", "fields": {"name": "Tome of Leadership and Influence", "desc": "This magical book details techniques for how to best influence others. Spending 48 hours over 6 days (or fewer) reading and practicing the book\u2019s techniques increases your Charisma score and your maximum Charisma score by 2\\. The tome then becomes a mundane item for a century before it regains its magic.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Very Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "tome-of-the-endless-tale-a5e", "fields": {"name": "Tome of the Endless Tale", "desc": "The stresses of a wizard\u2019s education can overwhelm even the most stalwart apprentices without some sort of diversion. Typically resembling a small, worn book with fanciful creatures or locales on battered leather covers, the tome\u2019s pages fill with serialized stories that engage and distract the reader. Each tome focuses on a given genre (often romance or adventure) but the stories crafted within the pages are unique to each reader, tailored by the magic from their own imagination and so vibrant that the book\u2019s tales seem to come to life in the mind\u2019s eye.\n\nEach tome has 3 charges. When you speak the command word and use an action to expend 1 charge, its pages fill with a serial story tailored to the next reader that touches the tome. This story typically takes 1 hour to read, continuing from where the last tale completed. \n\nWhen you speak another command word and use an action to expend all 3 charges, the story created when the book is opened is particularly engrossing and the reader must succeed on a DC 10 Wisdom _saving throw_ or be enthralled, failing to notice anything that is not directly harmful. \n\nThe tome has 3 charges and regains 1d3 charges each dawn. If you expend the last charge, roll a d20\\. On a result of 5 or less, the tome loses its magic and becomes a mundane item.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "tome-of-the-spellblade-a5e", "fields": {"name": "Tome of the Spellblade", "desc": "This soft-covered leather bound treatise contains writings describing, in the most basic terms possible, methods of magical fighting. Even so, the material is fairly dense and requires definition and reiteration of various terms and ideas. Fortunately, it also contains many detailed diagrams.\n\nSpending at least 24 hours over the course of 7 days reading and practicing the forms and phrases within the tome allows you to learn the \n_Arcane Knight_ combat tradition at the end of the week, as long as you already have access to combat maneuvers. This combat tradition does not count against your limit of known combat traditions. At the time of reading, you can also choose one of the maneuvers you know and replace it with another maneuver of the same degree or lower from this tradition.\n\nOnce this tome has been read, it becomes a mundane item for a year and a day before it regains its magic.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "tome-of-triumphant-tavern-keeping-a5e", "fields": {"name": "Tome of Triumphant Tavern Keeping", "desc": "This collection of journals from tavern keepers the world over contains numerous stories about revelry written by the people that enabled them. After you spend 12 hours reading through the book\u2019s tales, whenever you are in a pub, inn, or tavern you gain _advantage_ on Wisdom and Charisma checks made against the workers there. The tome then becomes a mundane item for 28 days before it regains its magic.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "tome-of-understanding-a5e", "fields": {"name": "Tome of Understanding", "desc": "This magical book contains lessons and practices for enhancing intuition, empathy, and awareness. Spending 48 hours over 6 days (or fewer) reading and memorizing the book\u2019s lessons increases your Wisdom score and your maximum Wisdom score by 2\\. The tome then becomes a mundane item for a century before it regains its magic.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Very Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "tools-of-the-hidden-hand-a5e", "fields": {"name": "Tools of the Hidden Hand", "desc": "Carrying thieves\u2019 tools is frequently illegal without a license or certification for locksmithing and even then can be an unfortunate piece of circumstantial evidence in the courts. As an action, you can alter the shape of these thieves\u2019 tools to resemble any one set of artisan\u2019s tools. If used for any task related to their new appearance, the illusion fades. The illusion can also be detected by a creature that spends an action inspecting them and succeeds on a DC 13 Investigation check.\n\nAlternatively, while you are touching these thieves\u2019 tools you can command them to truly become whatever type of artisan\u2019s tools they are disguised as. You add your proficiency bonus to the first ability check you make with that set of artisan\u2019s tools. Afterward the artisan\u2019s tools remain in their new form as all magic fades from them and they become a mundane item.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "transforming-cloak-a5e", "fields": {"name": "Transforming Cloak", "desc": "While you are attuned to and wearing a _transforming cloak_, you gain _resistance_ to a type of damage and you can use an action to activate an elemental form that lasts for 1 hour, until you fall _unconscious_ , or you use a bonus action to end it. Once you have used the cloak to take on an elemental form, you cannot use that property again until you have finished a long rest. The resistance you gain and the type of your elemental form is listed on Table: Transforming Cloaks.\n\n_**Gnome Cloak.**_ This cloak appears to be made of vibrant earthy soil, yet it leaves no dirt where it touches. You have _advantage_ on _saving throws_ to resist being pushed, pulled, knocked prone, or otherwise involuntarily moved. While your earth form is active you gain _resistance_ to damage from nonmagical weapons, tremorsense to a range of 30 feet, and a burrow speed equal to half your Speed (leaving no tunnel behind). \n\n_**Salamander Cloak.**_ This cloak appears to be made of living flames, though it does not burn. While your fire form is active you gain _immunity to fire_ damage, your weapon attacks deal fire damage, when a creature hits you with a melee weapon attack it takes 1d6 fire damage, you can fit through spaces at least an inch wide without squeezing, and you gain a climb speed equal to your Speed.\n\n_**Sylph Cloak.**_ This cloak looks like iridescent dragonfly wings that appear to flutter when seen out of the corner of the eye. While your air form is active you gain a fly speed of 30 feet (hover), you do not need to breathe, you do not provoke _opportunity attacks_ , and you can pass through spaces at least half an inch wide without squeezing.\n\n**_Undine Cloak._** This fine blue and green cloak always appears to be wet, yet it never drips. While your water form is active you gain _resistance_ to fire damage, a swim speed of 60 feet, the ability to breathe water, and you can pass through space at least half an inch wide without squeezing.\n\n__**Table: Transforming Cloaks**__\n| **Cloak** | **Elemental Component** | **Resistance** | **Elemental Form** |\n| ---------------- | ----------------------- | -------------- | ------------------ |\n| Gnome cloak | _Giant earth elemental_ | Acid | Earth form |\n| Salamander cloak | _Giant fire elemental_ | Fire | Fire form |\n| Sylph cloak | _Giant air elemental_ | Lightning | Air form |\n| Undine cloak | _Giant water elemental_ | Cold | Water form |", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Very Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "transforming-wand-a5e", "fields": {"name": "Transforming Wand", "desc": "This wand has 13 charges. While holding it, you can use an action to expend 1 of its charges to cast the __polymorph_ spell (save DC 16) from it, transforming one target humanoid into a beast. Unlike normal castings of the spell, the effect lasts for 24 hours, at which point a target can attempt a new save. After two failed saves, a polymorphed target is permanently transformed into its new form. The wand regains 2d6 expended charges daily at dawn. If the wand\u2019s last charge is expended, roll a d20\\. On a 1, the wand crumbles into ashes and is destroyed.", "document": 39, "page_no": null, "type": "Wand", "rarity": "Legendary", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "trident-of-fish-command-a5e", "fields": {"name": "Trident of Fish Command", "desc": "This weapon has 3 charges. While carrying the trident, you can use an action to expend 1 charge and cast __dominate beast_ (save DC 15) on a beast with an innate swimming speed. At dawn each day the trident regains 1d3 expended charges.", "document": 39, "page_no": null, "type": "Weapon", "rarity": "Uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "true-weight-gloves-a5e", "fields": {"name": "True Weight Gloves", "desc": "This set of emerald green gloves are made from velvet with very fine silk stitching and function as a small scale. While wearing them, you can hold two objects in your hands and know the exact weight of the objects. The objects must be of a size and weight that allow you to hold your arms straight out with one in each open palm. While using the gloves to weigh objects, you can speak a command word that makes them disappear in a puff of green smoke if either object is counterfeit.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "tyrants-teeth-a5e", "fields": {"name": "Tyrant\u2019s Teeth", "desc": "Dagger-sharp fangs ripped from the skull of a tyrant lizard clatter around this necklace\u2019s cord. When you attack while wearing it, a ghostly reptilian head appears and snaps down on your target. You can only attune to this item if you have survived being bitten by a Huge or larger reptile or dragon.\n\nWhile wearing this item your footsteps make the ground tremble slightly and you have _disadvantage_ on Stealth checks.\n\nWhen you take energy damage, your attacks deal an extra 1d6 damage of the same type until the end of your next turn. If you are damaged by multiple energy types, you only deal bonus damage of the most recent type.\n\nOnce per day, when you hit with a melee attack you can use a bonus action to create a spectral tyrannosaur that bites the target, dealing 4d6 force damage.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Very Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "tyrfing-the-thrice-cursed-sword-of-tragedy-a5e", "fields": {"name": "Tyrfing, the Thrice-Cursed Sword of Tragedy", "desc": "The blade of this weapon shines brilliantly, but there is a strange chill about it. You gain a +3 bonus to _attack and damage rolls_ made with this magic sword. Additionally, you can speak the blade\u2019s command word as a bonus action to cause it to shed _bright light_ in a 20-foot radius and _dim light_ for an additional 20 feet. Repeating the command word or sheathing the blade extinguishes the light. Objects hit with this sword take the maximum damage the weapon\u2019s damage dice can deal.\n\nTyrfing has 9 charges, which it does not regain while attuned to a creature. These charges are fully restored if a new creature attunes to it, but a previous bearer who attunes to the sword again only ever has the same pool of charges. When you use the sword to deal a critical hit against a creature that is not a construct or undead and has 100 or fewer hit points, it must make a DC 16 Constitution _saving throw_ . Each time a creature is killed in this manner the sword expends a charge.\n\n**_Curse._** Prior to 3 charges being expended from the blade, it will cause some tragedy or misfortune to befall you and will not expend its third charge until it has. The exact details and timing of this evil are up to the Narrator, but good examples include: causing you to automatically fail a crucial ability check (particularly one that would lead to further disaster, such as failing to identify an ally in the dark and accidentally attacking them); causing an ally who is reduced to 0 hit points to be incapable of rolling successes on death saving throws, leading to their death unless they are healed or stabilized by another creature; or causing all your next critical hits during a given combat to miss instead.\n\nMisfortune occurs again before 6 charges have been expended, and it will not expend the sixth until it has done so. Likewise, it must do so a third time before expending the final charge. If you break your attunement with Tyrfing with a pending misfortune, you remain _cursed_ until either the misfortune occurs or until you are targeted by a _remove curse_ spell cast using a 9th-level spell slot.\n\nOn expending the final charge, you must make a DC 16 constitution save. On a failure, you are slain by the sword just as surely as your opponent. On a success, you instead gain the _doomed_ condition, dying soon thereafter in a tragic manner unless powerful magic intervenes. Regardless of the result, Tyrfing then disappears. 1 week later it appears somewhere on your plane, searching for a new wielder to afflict.\n\n_Note:_ The exact mechanics of the following curse are for the Narrator and should be kept vague for players, even if they discover it is cursed. It is enough in that case for them to know Tyrfing will bring about three great evils and eventually the death of its wielder. The sword is nothing if not persistent, and attempts to leave it behind without breaking attunement merely mean that Tyrfing appears near its bearer 24 hours later.\n\n### Lore\n\nTyrfing was a sword forged under duress by the dwarves Svalinn and Durinn for Svafrlami, a king and grandson of Odin. Per his instructions, it shown with bright light, could cut through stone and steel as easily as flesh, and would never dull or rust. However, because their services were obtained under duress by threat of force, they also cursed the blade so that whenever drawn it would take a life, that it would bring about three great evils, and that it would eventually take Svafrlami\u2019s life. This all came to pass, and the sword continued to bring disaster and ruin to each new wielder, its cursed hunger for tragedy never sated.", "document": 39, "page_no": null, "type": "Weapon", "rarity": "Legendary", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "universal-solvent-a5e", "fields": {"name": "Universal Solvent", "desc": "The scent of alcohol wafts out of this bottle of white liquid. You can use an action to pour the liquid in the bottle onto a surface within your reach and dissolve up to 1 square foot of adhesive (including __sovereign glue )_.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Legendary", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "unliving-rune-a5e", "fields": {"name": "Unliving Rune", "desc": "Found in desecrated holy texts, an unliving rune is a Tiny construct of negative energy resembling a splotch of darkly glowing ink. The rune can be applied to your skin much like a temporary tattoo, and while attached you can channel negative energy into an attack. On a successful hit with a _melee weapon attack_ you can use your reaction to activate the rune, dealing an additional 1d4 necrotic damage and preventing the target from regaining hit points until the start of your next turn. You can\u2019t do so again until you finish a short or long rest.\n\nThe rune feeds on your vitality while attached to your skin. You gain a slightly sickly appearance, and the rune consumes one use of your Hit Dice each dawn. During a _short rest_ , you can peel the rune off your skin, taking 1d6 necrotic damage. The rune can be stored in a book instead of your skin but offers no benefit unless attached to you. When exposed to direct sunlight for a minute or more, the rune is destroyed.\n\nAs an action you can place the rune on a humanoid corpse that has died within the last 8 hours. The rune is destroyed as its magic is absorbed by the corpse, animating it as a _zombie_ . When placing the rune, you can feed it a portion of your life force by spending hit points. The zombie obeys your spoken commands and is friendly to you and your companions for 1 round per hit point you spent when placing the rune. At the end of this duration it becomes hostile to all living creatures.\n\n**_Curse._** The unliving rune is _cursed_ and while it is attached to you any senses or divinations that can detect undead incorrectly detect you as undead. If you die while the rune is attached to you, you are reanimated as a _zombie_ after 1d4 rounds.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "unparalleled-pianoforte-a5e", "fields": {"name": "Unparalleled Pianoforte", "desc": "This elegant pianoforte has been painted white, with gold filigree adorning its lid and the tops of its keys. Originally commissioned by a noble with particularly musically incompetent children, those instrument. It allows you to add an _expertise die_ to your attempt to play it; this die increases by one step if you have proficiency with Performance.\n\nIf you succeed at a DC 17 Performance check, you may choose up to six creatures within 30 feet that can hear the pianoforte. For the next hour, these creatures have a d8 Inspiration die which can be spent on any one _attack roll_ , _ability check_ , or _saving throw_ .", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "useful-top-hat-a5e", "fields": {"name": "Useful Top Hat", "desc": "This stylish and sturdy top hat conceals a useful feature: a small pocket dimension. You may store up to 50 pounds worth of items in the extradimensional space. Retrieving an item stowed this way requires a bonus action (to remove the hat) and an action (to retrieve the item). If you have never interacted with a specific useful top hat before, the first time you use it, it requires 1d4 rounds to take stock of its contents before anything can be retrieved from the bag.\n\nAs with all extra-dimensional storage, food or drink placed inside immediately and permanently loses its nourishing qualities, and a body placed in it cannot be restored to life by __resurrection , revivify ,_ or similar magic. Living creatures cannot be placed in the space and are merely stowed as though in a mundane top hat if it is attempted. The pocket dimension cannot be accessed until the creature is removed. The hat cannot hold any item that would not fit in a normal hat of its apparent size or any item with the Bulky quality. If the hat is punctured, torn, or otherwise structurally damaged, it ruptures and is destroyed, and the contents are scattered throughout the Astral Plane.\n\nPlacing a useful top hat inside another extradimensional storage device such as a bag of holding results in planar rift that destroys both items and pulls everything within 10 feet into the Astral Plane. The rift then closes and disappears.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "veil-of-fate-a5e", "fields": {"name": "Veil of Fate", "desc": "Few powers are more coveted than the ability to examine and manipulate the threads of fate, and yet destiny is a mystery that most have yet to fully comprehend. As enigmatic as the forces it commands, the origins of the Veil of Fate are unknown. It was brought to historical attention when it was revealed as the source of a renowned seer\u2019s remarkable abilities, her foretellings reached the ears of queens and generals, shaping a continent and undoubtedly the whole of history. Fearful of her influence and envious of the veil\u2019s power, those outside of her circle of influence conspired to behead her and take the relic. The subsequent fighting and intrigue saw the Veil of Fate become lost for centuries, occasionally appearing in tales as fantastic as they were inscrutable. While this tale is the best known, records of the Veil of Fate\u2019s existence can be traced to the beginnings of written history, its bearers painted as either titans of achievement or dire warnings to be heeded by the wise.\n\nThe Veil of Fate is a diaphanous silver and gray cloth attached to a thin silvery band which is worn on the bearer\u2019s head. When worn correctly, it falls to the floor around its bearer, covering them entirely in a faint silver shimmer. It is unknown whether or not this appearance is due purely to the physical nature of the veil or its powers taking the bearer slightly beyond the bounds of reality.\n\n**Legends and Lore** Success on an Arcana or History check reveals the following:\n\n**DC 15** This is the _Veil of Fate_, which allows the wearer to see the very strands of destiny. \n\n**DC 18** The veil grants glimpses into the future.\n\n**DC 21** Many who have donned the veil are immediately struck by disturbingly accurate premonitions of the future.\n\n**Artifact Properties**\n\nThe _Veil of Fate_ has one lesser artifact benefit, one greater artifact benefit, and one greater artifact detriment. \n\nWhen you are wearing and attuned to the veil, creatures have _disadvantage_ on _opportunity attacks_ against you as the combination of your enhanced foresight and diaphanous appearance bamboozles your foes.\n\nThe glimpses of the future granted by the _Veil of Fate_ are not always advantageous. You are always last in the initiative order as you are overwhelmed with insights into the events that are about to unfold, though you may choose to use your foretelling roll (see Control Fate below) for all of your initiative checks for the day.\n\nIn addition, you can impart some of the veil\u2019s power by falling into a deep meditation for 8 hours. When your meditation is concluded, your touch bestows one of the benefits of the _Veil of Fate_ onto an allied creature, and you suffer a level of _fatigue_ from the effort.\n\n**Foretelling**\n\nAt the Narrator\u2019s discretion, when you first attune to the Veil of Fate you are granted a detailed premonition of future events, presenting the opportunity to intertwine those threads of fate with your own. You can perfectly recall the premonition for a number of days equal to your Intelligence modifier (minimum 1 day), after which the memory is gone as if you never experienced it. Anything you write down or otherwise record about the premonition during this time is all that remains. Another creature may be given a different premonition or no premonition upon attuning to the veil. You can occasionally recall key details of the premonition at important crossroads in the future before the depicted events occur, and otherwise receive guidance from the premonition long after you\u2019ve forgotten it.\n\n**Choose Your Destiny**\n\nWhile attuned to the Veil of Fate you are keenly aware of your own destiny. \n\nWhen you spend 8 hours meditating on your destiny and life\u2019s purpose, you can see some of the steps you must take to change it. This meditation brings on a profound change, and when it is concluded you may choose a new _Destiny_ .\n\n**Control Fate**\n\nWhen you finish a long rest, you are bolstered by a strange sense of how to get the most out of your interactions and endeavours, gaining inspiration.\n\nIn addition, after completing a long rest you roll a d20\\. This is your foretelling roll. When you or a creature you can see within 30 feet makes an ability check, _attack roll_ , or _saving throw_ , you may choose to replace the d20 roll with your foretelling roll. You may choose to use this property after seeing the initial roll, but before any of the roll\u2019s effects occur. Once you have used this property, you cannot do so again until finishing a long rest.\n\n**Magic**\n\nYou may cast _augury_ at will while attuned to and wearing the _Veil of Fate_.\n\nTwice per _long rest_ you can cast one of the following spells without consuming material components or expending a spell slot: _arcane eye , clairvoyance , commune , divination_ .\n\nRoll a d20 after each _long rest_ . On an 18 or above, you gain the benefits of the __foresight_ spell.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Artifact", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "vekeshi-blade-a5e", "fields": {"name": "Vekeshi Blade", "desc": "Composed of fire that has been kindled for five centuries since the death of Srasama, this weapon is pledged to defeat the infernal tieflings. You gain a +2 magical bonus to _attack and damage rolls_ made with this longsword. While wielding this longsword, you have _resistance_ to fire. On a successful hit against a celestial, elemental, fey, or fiend, this weapon deals an extra 2d6 damage. In addition, you can use an action to reshape this weapon into any other melee weapon that does not have the heavy property.", "document": 39, "page_no": null, "type": "Weapon", "rarity": "Very Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "verdant-fang-a5e", "fields": {"name": "Verdant Fang", "desc": "You can attune to this item only if you\u2019re in the good graces of the green dragon who granted it to you. You attune to the fang by pressing it into your mouth, whereupon it replaces one of your canine teeth. While attuned to the fang, you can speak and understand Draconic, and you can use an action to breathe a 15-foot cone of poison gas. Creatures in the area must make a DC 12 Constitution _saving throw_ , taking 4d6 poison damage on a failed save or half the damage on a success. You can\u2019t use this property again until you finish a _long rest_ .\n\nAs an action, you can bite down on the fang, destroying it. Doing so sends a mental distress signal to the dragon who granted you the fang; the dragon immediately learns where you are and will come to your aid.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "vial-of-beauty-a5e", "fields": {"name": "Vial of Beauty", "desc": "After spending 1 minute applying this pale lavender lotion to your skin, you can change one small detail of your appearance for the next 24 hours (like the color of your eyes or skin, the length or color of your hair, or an added cosmetic detail such as pointed ears or small horns).", "document": 39, "page_no": null, "type": "Potion", "rarity": "Common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "vicious-weapon-a5e", "fields": {"name": "Vicious Weapon", "desc": "When you roll a natural 20 on an _attack roll_ using this weapon it deals an extra 2d6 damage of the weapon\u2019s type (this extra damage does not double).", "document": 39, "page_no": null, "type": "Weapon", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "vorpal-sword-a5e", "fields": {"name": "Vorpal Sword", "desc": "You gain a +3 bonus to _attack and damage rolls_ made with this magic sword, and it ignores resistance to slashing damage.\n\nWhen you attack a creature with this blade and it has at least one head, rolling a natural 20 on the _attack roll_ causes the sword to make a snicker-snack sound as it efficiently chops off one of the target\u2019s heads. If the creature can\u2019t survive without its head removed, it dies. This effect does not apply if the target is too big for its head to be removed by the sword (determined at the discretion of the Narrator), it doesn\u2019t need a head or have one, has immunity to slashing damage, or has legendary actions. In cases where a creature cannot lose a head, it takes an additional 6d8 slashing damage (unless it is immune to slashing damage; this extra damage does not double).", "document": 39, "page_no": null, "type": "Weapon", "rarity": "Legendary", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "walking-chicken-hut-a5e", "fields": {"name": "Walking Chicken Hut", "desc": "Rumored to appear in bogs and swamps where amidst the fog it is often mistaken for a gigantic predatory bird, this ramshackle hut has been known to convey many an influential spellcaster. Arcane societies tend to look down upon the people that deign to use this artifact and refuse to recognize it for what it truly is, perpetuating the belief that it is a cursed relic best left alone. Any knowledgeable scholar knows there is good reason for the practice\u2014sometimes when left idle for too long without a master the hut walks of its own accord directly towards the nearest planar portal, and all those known to have claimed ownership have disappeared under mysterious circumstances. \n\nA simple bed and table permanently affixed to the floor in this shuttered wooden hut, and it is able to fit up to 12 Medium or smaller creatures inside. After taking a _long rest_ inside of the hut, you make a DC 21 Perception check, seeing through the veil and revealing its true nature on a success\u2014strange markings and other signs of witchcraft cover nearly every surface of the interior and it reeks of chicken effluent. Once the veil is seen through, there are 8 glowing runes on the table, each only half-illuminated. When you pass your hand over a rune, the energies inside respond and you can fully illuminate it or remove its glow entirely. When certain runes are illuminated, enormous chicken legs beneath the hut rise it up off of the ground. The _Chicken Hut_ is a Gargantuan object with an Armor Class of 21, a total of 320 hit points, Speed 50 ft. or swim 10 ft. (0 ft. if the legs aren\u2019t extended), and immunity to cold, poison, and psychic damage.\n\nThe hut floats on water. While the hut\u2019s door and window shutters are closed, the interior is airtight and watertight. The interior holds enough air for 60 hours of breathing, divided by the number of breathing creatures inside.\n\nYou can use an action to control the illumination of as many as two of the hut\u2019s runes, and a bonus action to control a third. After each use, a rune goes back to its neutral position. Each rune, from left to right, functions as shown in the Walking Chicken Hut Runes table.\n\nIf you are not attuned to any magic items and spend a week inside of the _Walking Chicken Hut_, you can attune to it. The hut uses 2 of your attunement slots. Once attuned, as long as you can see it you can use your bonus action to manipulate as many as 3 of its runes. \n\n**Legends and Lore** Success on an Arcana or History check reveals the following:\n\n**DC 15** This is the _Walking Chicken Hut_, home to many wielders of magic throughout the ages. \n\n**DC 18** The hut is known to move and act of its own accord.\n\n**DC 21** The hut can be controlled using the runes on the table within.\n\n**Artifact Properties**\n\nThe _Walking Chicken Hut_ has one lesser artifact detriment and one greater artifact detriment.\n\n__**Table: Walking Chicken Hut Runes**__\n| **Rune** | **Lit** | **Dark** |\n| -------- | ------------------------------------------------------------------------------------------------------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |\n| 1 | An enormous pair of chicken legs extend, allowing the hut to walk and swim. | The chicken legs retract, reducing the hut\u2019s Speed to 0 feet and making it unable to benefit from bonuses to speed. |\n| 2 | Forward window shutter opens. | Forward window shutter closes. |\n| 3 | Side window shutters open (two per side). | Side window shutters close (two per side). |\n| 4 | Each extended chicken leg makes the following melee weapon attack: +10 to hit, reach 5 ft., one target. Hit: 9 (2d8) slashing damage. | The hut releases a disgusting and offensive miasma. All creatures in a 60-foot radius of the hut make a DC 18 Constitution _saving throw_ or are _poisoned_ until the end of the pilot\u2019s next turn. If the interior is not sealed, this includes any creatures inside the hut. |\n| 5 | The hut walks or swims forward. | The hut walks or swims backward. |\n| 6 | The hut turns up to 180 degrees left. | The hut turns up to 180 degrees right. |\n| 7 | Lanterns appear on the front of the hut, emitting bright light in a 30-foot radius and dim light for an additional 30 feet. | If there are lanterns conjured on the front of the hut, they disappear. |\n| 8 | The front door unseals and opens. | The front door closes and seals. |", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Artifact", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "wand-of-binding-a5e", "fields": {"name": "Wand of Binding", "desc": "While holding this wand, you can use an action to expend charges to cast one of the following spells, using your spell save DC: _hold person_ (2 charges), __hold monster_ (5 charges). Alternatively, when you attempt to escape a _grapple_ or are making a _saving throw_ to avoid being _paralyzed_ or _restrained_ , you can use your reaction to expend 1 charge and gain _advantage_ .\n\nThis wand has 7 charges and regains 1d6+1 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the wand folds in on itself until it disappears.", "document": 39, "page_no": null, "type": "Wand", "rarity": "Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "wand-of-cobwebs-a5e", "fields": {"name": "Wand of Cobwebs", "desc": "A convincing way to cover one\u2019s tracks is to create the appearance that an area hasn\u2019t been disturbed in a long time. This spindly wooden wand sheds a little dust whenever you touch it. While holding it, you can use an action and expend 1 charge to conjure wispy cobwebs in a 1-foot cube within 30 feet of you that you can see. The cobwebs must be anchored to two solid masses or layered across a floor, wall, or ceiling. The ground beneath the cobwebs is covered with a layer of dust that suggests at least a year of disuse. The cobwebs and dust last until cleared away.\n\nThe wand has 10 charges and regains 1d6+4 charges each dusk. If you expend the last charge, roll a d20\\. On a result of 5 or less, the wand disintegrates into a mass of cobwebs.", "document": 39, "page_no": null, "type": "Wand", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "wand-of-elocution-a5e", "fields": {"name": "Wand of Elocution", "desc": "While holding this wand, you can use an action to expend 1 charge and touch it to one willing beast or humanoid. If the target is a humanoid, for the next hour it gains an expertise die on Deception, Intimidation, and Persuasion checks, as well as on Performance checks made to act, orate, or otherwise speak in front of a crowd. If the target is a beast, it gains the ability to speak one language that you are proficient with for the next hour.\n\nThis wand has 5 charges and regains 1d4+1 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the wand emits a cacophony of voices and animal noises audible within 100 feet for 1 minute then loses its magical properties.", "document": 39, "page_no": null, "type": "Wand", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "wand-of-enemy-detection-a5e", "fields": {"name": "Wand of Enemy Detection", "desc": "While holding this wand, you can use an action to speak its command word and expend 1 charge to extend your senses for 1 minute. You sense the direction (but not precise location) of the nearest creature hostile to you within 60 feet (this includes ethereal, _invisible_ , disguised, and hidden creatures, as well as those in plain sight). The effect ends early if you stop holding the wand.\n\nThis wand has 7 charges and regains 1d6+1 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the wand disappears the next time it is unobserved.", "document": 39, "page_no": null, "type": "Wand", "rarity": "Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "wand-of-erudition-a5e", "fields": {"name": "Wand of Erudition", "desc": "While holding this wand, you can use an action to expend 1 charge and target one willing humanoid you can see within 30 feet. For the next hour, the target gains one of the following benefits:\n\n* The ability to read, speak, and understand one language you are proficient with.\n* Proficiency with one skill or tool with which you are proficient.\n* Knowledge of some piece of information you know that you could communicate in less than 1 minute, such as the contents of a book you have read or directions to a location familiar to you. The target gains this knowledge even if you do not share a language. When the effect ends, the target forgets the information you imparted.\n\nThis wand has 5 charges and regains 1d4+1 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the wand fades from existence and you forget you ever owned it.", "document": 39, "page_no": null, "type": "Wand", "rarity": "Uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "wand-of-fear-a5e", "fields": {"name": "Wand of Fear", "desc": "While holding this wand, you can use an action to expend 1 charge and command another creature to flee or grovel (as the _command_ spell, save DC 15). Alternatively, you can use an action to expend 2 charges, causing the wand to emit a 60-foot cone of light. Each creature in the area makes a DC 15 Wisdom _saving throw_ or becomes _frightened_ of you for 1 minute. A creature frightened in this way must spend its turns trying to move as far away from you as possible, and it can\u2019t willingly move to a space within 30 feet of you. It also can\u2019t take reactions. On its turn, the frightened creature can use only the Dash action or try to escape from an effect that prevents it from moving, or if it has nowhere to move then the Dodge action. A frightened creature can repeat the _saving throw_ at the end of each of its turns, ending the effect on itself on a success.\n\nThis wand has 7 charges and regains 1d6+1 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the wand releases a chilling wail and crumbles into nothing.", "document": 39, "page_no": null, "type": "Wand", "rarity": "Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "wand-of-fireballs-a5e", "fields": {"name": "Wand of Fireballs", "desc": "While holding this wand, you can use an action to expend 1 or more charges to cast fireball (save DC 15). For 1 charge, you cast the spell\u2019s 3rd-level version. Increase the spell slot level by one for each additional expended charge.\n\nThis wand has 7 charges and regains 1d6+1 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the wand disappears in a flash of fire and smoke.", "document": 39, "page_no": null, "type": "Wand", "rarity": "Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "wand-of-lightning-bolts-a5e", "fields": {"name": "Wand of Lightning Bolts", "desc": "While holding this wand, you can use an action to expend 1 or more charges to cast __lightning bolt_ (save DC 15). For 1 charge, you cast the spell\u2019s 3rd-level version. Increase the spell slot level by one for each additional expended charge.\n\n This wand has 7 charges and regains 1d6+1 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the wand emits sparks of electricity and disappears in a flash. ", "document": 39, "page_no": null, "type": "Wand", "rarity": "Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "wand-of-magic-detection-a5e", "fields": {"name": "Wand of Magic Detection", "desc": "While holding this wand, you can use an action to expend 1 charge to cast __detect magic ._\n\nThis wand has 7 charges and regains 1d6+1 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the wand violently shakes and sparks with magic then disappears.", "document": 39, "page_no": null, "type": "Wand", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "wand-of-magic-missile-a5e", "fields": {"name": "Wand of Magic Missile", "desc": "While holding this wand, you can use an action to expend 1 or more of its charges to cast __magic missile ._ For 1 charge, you cast the 1st-level version of the spell. Increase the spell slot level by one for each additional expended charge.\n\nThis wand has 7 charges and regains 1d6+1 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the wand transforms into a bolt of magic that soars out of sight and disappears", "document": 39, "page_no": null, "type": "Wand", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "wand-of-paralysis-a5e", "fields": {"name": "Wand of Paralysis", "desc": "While holding this wand, you can use an action to expend 1 charge to force a creature within 60 feet to make a DC 15 Constitution _saving throw_ or become _paralyzed_ for 1 minute. The paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on success.\n\nThis wand has 7 charges and regains 1d6+1 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the wand shatters into hundreds of pieces.", "document": 39, "page_no": null, "type": "Wand", "rarity": "Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "wand-of-polymorph-a5e", "fields": {"name": "Wand of Polymorph", "desc": "While holding this wand, you can use an action to expend 1 charge to cast _polymorph_ (save DC 15).\n\nThis wand has 7 charges and regains 1d6+1 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the wand transforms into a Tiny bug that wanders away.", "document": 39, "page_no": null, "type": "Wand", "rarity": "Very Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "wand-of-secrets-a5e", "fields": {"name": "Wand of Secrets", "desc": "While holding this wand, you can use an action to expend 1 charge to make it pulse and point at the nearest secret door or trap within 30 feet.\n\nThis wand has 3 charges and regains 1d3 expended charges each dawn.", "document": 39, "page_no": null, "type": "Wand", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "wand-of-the-scribe-a5e", "fields": {"name": "Wand of the Scribe", "desc": "Nearly half the size of most other wands, this arcane implement is a solid piece of mithral with a tapered point that resembles the nib of a writing quill. While you are attuned to the wand, you can write on parchment and similar surfaces that would hold ink as though using an ordinary quill. The wand never runs out of ink when used this way.\n\nThe _wand of the scribe_ has 1d6 charges and regains 3 charges each dawn. You can expend 1 charge from the wand to cast __illusory script_ . You can also expend 1 charge from the wand to create a copy of any mundane document without requiring a forgery kit, substituting an Arcana check for any ability check you would normally make. Finally, you can expend 2 charges from the wand to transcribe 1 minute of conversation that you can hear. You do not need to understand the language being spoken, and can choose to write it in any language that you know.\n\nIf you expend the wand\u2019s last charge, roll a d20\\. On a result of 5 or less, the wand bursts causing ink to stain your hand and the front of any clothing you are wearing as the enchanted trinket breaks apart.", "document": 39, "page_no": null, "type": "Wand", "rarity": "Common", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "wand-of-the-war-mage-1-a5e", "fields": {"name": "Wand of the War Mage +1", "desc": "You must be a spellcaster to attune to this wand. While holding this wand, you gain a bonus to _spell attack rolls_ (uncommon +1), and you ignore _half cover_ when making spell attacks.", "document": 39, "page_no": null, "type": "Wand", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "wand-of-the-war-mage-2-a5e", "fields": {"name": "Wand of the War Mage +2", "desc": "You must be a spellcaster to attune to this wand. While holding this wand, you gain a bonus to _spell attack rolls_ (rare +2), and you ignore _half cover_ when making spell attacks.", "document": 39, "page_no": null, "type": "Wand", "rarity": "Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "wand-of-the-war-mage-3-a5e", "fields": {"name": "Wand of the War Mage +3", "desc": "You must be a spellcaster to attune to this wand. While holding this wand, you gain a bonus to _spell attack rolls_ (very rare +3), and you ignore _half cover_ when making spell attacks.", "document": 39, "page_no": null, "type": "Wand", "rarity": "Very Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "wand-of-web-a5e", "fields": {"name": "Wand of Web", "desc": "While holding this wand, you can use an action to expend 1 charge to cast _web_ (save DC 15).\n\nThis wand has 7 charges and regains 1d6+1 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the wand dissolves into a pile of webbing.", "document": 39, "page_no": null, "type": "Wand", "rarity": "Uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "wand-of-wonder-a5e", "fields": {"name": "Wand of Wonder", "desc": "While holding this wand, you can use an action to expend 1 charge and choose a creature, object, or point in space within 120 feet. Roll d100 on the Wand of Wonder table to determine the effect.\n\nSpells cast from the wand have a spell save DC of 15 and a range of 120 feet. Area effects are centered on and include the target. If an effect might target multiple creatures, the Narrator randomly determines which ones are affected.\n\nThis wand has 7 charges and regains 1d6+1 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the wand violently shakes and sparks with magic then disappears.\n\n__**Table: Wand of Wonder**__\n| **d100** | **Effect** |\n| -------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |\n| 01\u201305 | You cast _slow ._ |\n| 06\u201310 | You cast __faerie fire ._ |\n| 11\u201315 | You are awestruck and become _stunned_ until the start of your next turn. |\n| 16\u201320 | You cast _gust of wind ._ |\n| 21\u201325 | You cast __detect thoughts_ on the target. If you didn\u2019t target a creature, you take 1d6 psychic damage instead. |\n| 26\u201330 | You cast _stinking cloud ._ |\n| 31\u201333 | Rain falls in a 60-foot radius centered on the target, making the area __lightly obscured_ until the start of your next turn. |\n| 34\u201336 | A beast appears in an unoccupied space adjacent to the target. You don\u2019t control the animal, which acts as it normally would. Roll a d4 to determine the beast (1: _rhinoceros_ , 2: _elephant_ , 3\u20134: _rat_ ). |\n| 37\u201346 | You cast _lightning bolt ._ |\n| 47\u201349 | Butterflies fill a 30-foot radius centered on the target, making the area _heavily obscured_ . The butterflies remain for 10 minutes. |\n| 50\u201353 | The target doubles in size (as if you had cast __enlarge/reduce_ ), or if the target is an attended object, you become the spell\u2019s target. |\n| 54\u201358 | You cast _darkness ._ |\n| 59\u201362 | Grass grows on the ground in a 60-foot radius centered on the target. Existing grass grows to 10 times normal size for 1 minute, becoming _difficult terrain_ . |\n| 63\u201365 | An unattended object (chosen by the Narrator) within 120 feet of the target disappears into the Ethereal Plane. The object must be able to fit in a 10-foot cube. |\n| 66\u201369 | You shrink to half your size (as __enlarge/reduce_ ). |\n| 70\u201379 | You cast _fireball ._ |\n| 80\u201384 | You cast _invisibility_ on yourself. |\n| 85\u201387 | Leaves grow from the target. If you targeted a point in space, leaves sprout from the creature nearest that point instead. The leaves fall off after 24 hours but can be pruned before that time. |\n| 88\u201390 | A stream of 1d4 \u00d7 10 gems (each worth 1 gp) shoots from the wand in a 30-foot long, 5-foot wide line. Each gem deals 1 bludgeoning damage. Divide the total damage equally among all creatures in the area. |\n| 91\u201395 | A burst of shimmering light extends from you in a 30-foot radius. You and each creature in the area that can see make a DC 15 Constitution _saving throw_ or become _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| 96\u201397 | For the next 1d10 days, the target is able to breathe underwater and its skin turns blue. If you targeted an object or point in space, the creature nearest that target is affected instead. |\n| 98\u2013100 | If you targeted a creature, it makes a DC 15 Constitution _saving throw_ . If you didn\u2019t target a creature, you become the target instead. A creature that fails the saving throw by 5 or more is instantly _petrified_ . On any other failed save, the creature is _restrained_ and begins to turn to stone. While restrained in this way, the target repeats the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. A __greater restoration_ spell or similar magic restores a petrified creature but the effect is otherwise permanent. |", "document": 39, "page_no": null, "type": "Wand", "rarity": "Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "warpblade-a5e", "fields": {"name": "Warpblade", "desc": "This dagger cuts through space as easily as flesh. You gain a +3 bonus to _attack and damage rolls_ made with this magic weapon.\n\nWeapon attacks using _warpblade_ deal an extra 2d6 force damage. While you are attuned to the dagger and take the Attack action, you can choose an object or surface within 60 feet, making one of your attacks against it (AC 10). On a successful hit, warpblade is embedded into the target. While _warpblade_ is embedded, you can use a reaction to instantly teleport yourself to an unoccupied space adjacent to it and remove it from the target. In addition, on your turn you can instantly return _warpblade_ to your hand (no action required).\n\n_Warpblade_ has 5 charges and regains 1d4+1 charges each dawn. You can use an action to expend 1 or more charges to cast the following spells: __misty step_ (1 charge), __dimension door_ (2 charges), _teleport_ (3 charges).", "document": 39, "page_no": null, "type": "Weapon", "rarity": "Legendary", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "water-charm-a5e", "fields": {"name": "Water Charm", "desc": "While wearing this charm you gain a swim speed equal to your Speed, or you can break the charm to release its power, destroying it to activate one of the following effects.\n\n* **Breathe:** Cast _water breathing_ .\n* **Cure:** Cast __cure wounds_ at 3rd-level (+3 spellcasting ability modifier).\n* **Numb:** Cast _sleet storm_ (spell save DC 15).\n\n**_Curse_**. Releasing the charm\u2019s power attracts the attention of a _marid_ or _water elemental_ who seeks you out to recruit you for a task.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "waystone-a5e", "fields": {"name": "Waystone", "desc": "This rounded oval stone has a metallic gray luster. When one or more _waystones_ are kept in contact for an hour or longer, they become paired and magnetically attracted to each other for 1 week per hour spent in contact. Paired _waystones_ are ideal for use as trail markers, for tracking purposes, or to prevent yourself from becoming lost. You can use an action to speak its command word, making the _waystone_ sense and be drawn toward the nearest _waystone_ within 5 miles, or if it is paired to another _waystone_ within range, the paired _waystone_. Paired waystones are only able to sense each other.\n\nA _waystone_ has 3 charges and regains 1 charge each dawn. You may expend 1 charge when speaking its command word to increase the _waystone\u2019s_ range to 25 miles, or if the _waystone_ is paired, to sense the nearest unpaired _waystone_ within 5 miles. When used in either manner, the _waystone\u2019s_ attraction lasts until the next dawn. If you expend the last charge, the _waystone_ becomes a mundane item.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "weapon-1-a5e", "fields": {"name": "Weapon +1", "desc": "This weapon grants a bonus to _attack and damage rolls_ made with it: +1.", "document": 39, "page_no": null, "type": "Weapon", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "weapon-2-a5e", "fields": {"name": "Weapon +2", "desc": "This weapon grants a bonus to _attack and damage rolls_ made with it: +2 (rare).", "document": 39, "page_no": null, "type": "Weapon", "rarity": "Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "weapon-3-a5e", "fields": {"name": "Weapon +3", "desc": "This weapon grants a bonus to _attack and damage rolls_ made with it: +3 (very rare).", "document": 39, "page_no": null, "type": "Weapon", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "well-of-many-worlds-a5e", "fields": {"name": "Well of Many Worlds", "desc": "When unfolded, this handkerchief-sized piece of lightweight, silky fabric expands into a 6-foot diameter circular sheet.\n\nYou can use an action to unfold the cloth and spread it on a solid surface, creating a two-way portal to another plane of existence chosen by the Narrator. You can use an action to close the portal by folding the cloth. Once a portal has been opened in this manner, it cannot be opened again for 1d8 hours.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Legendary", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "whetstone-of-tudwal-tudglyd-a5e", "fields": {"name": "Whetstone of Tudwal Tudglyd", "desc": "When you spend 1 minute using this unremarkable-looking whetstone to sharpen a blade, if you are a fine warrior the next time you deal damage with that weapon, you deal an extra 7 (2d6) damage. If you are a coward however, for the next 24 hours you deal the minimum amount of damage with that weapon.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "whispering-stones-a5e", "fields": {"name": "Whispering Stones", "desc": "Just as a fortune teller\u2019s scrying ball is crystal clear, _Whispering Stones_ are orbs of inky blackness. Similar to less powerful message stones, they allow communication across long distances. However, these potent artifacts are imbued with material from the netherworld and only five are known to have been created.\n\nConnected via the realm of the dead, with proper use a person can communicate simultaneously with any number of other _Whispering Stones_ and _message stones_ , or even stream thoughts from places and beings beyond death.\n\nInteracting with the dead is a matter for necromancers and priests for a reason: the dead rarely speak plainly to the ears of the living, for their reality is a place of warped distortions. These powerful relics can grant their users great insight, but who else might be listening in? What arcane secrets\u2014past, present, or future\u2014might be revealed through them? Demons and angels may send secrets and prayers, adding to the cacophony of voices. _Whispering Stones_ have forged nations and shaped destinies, and though they have practical magic applications they hold deeper, dangerous secrets within.\n\n**Legends and Lore** Success on an Arcana or History check reveals the following:\n\n**DC 15** This is a _Whispering Stone_, which allows communication across long distances. Only five of these stones were ever created.\n\n**DC 18** The stones can speak to each other.\n\n**DC 21** The stones can also speak to the dead, or ask questions of powerful extraplanar beings.\n\n**Artifact Properties**\n\nEach time you use a _Whispering Stone_ to cast a spell, roll a d20\\. On a 1, the casting connects your mind with that of an extradimensional entity chosen by the Narrator. You begin to hear this entity\u2019s thoughts in your head (and vice versa), and if you were not already attuned to the _Whispering Stone_, you immediately attune to it. In addition, you gain one short-term mental stress effect that lasts for 1d6 days. The voice in your head remains for as long as the mental stress effect.\n\nIf you simultaneously connect to two or more extradimensional entities, you make a DC 15 Wisdom saving throw or gain a long-term mental stress effect.\n\n**Magic**\n\nWhile touching a _Whispering Stone_ you can use an action to cast _sending ._ The target is a creature that carries a message stone or _Whispering Stone_ you have seen before. If no creature currently bears that stone, or if you have never seen a __message stone_ or _Whispering Stone_ before, your message is conveyed to another recipient. The Narrator may select a specific creature to receive the message or consult the Whispering Stones Listener table. This recipient of your message learns your name, current location, and that you bear a Whispering Stone.\n\nA _Whispering Stone_ begins with 6 charges and regains 1d4+1 charges each dusk. While attuned to the stone, you can use an action to cast speak with dead (1 charge) and spirit guardians (1 charge). If also connected to an extra dimensional entity, you can cast divination (once between long rests) to ask the entity a question.\n\nA _Whispering Stone_ begins with 6 charges and regains 1d4+1 charges each dusk. While attuned to the stone, you can use an action to cast _speak with dead_ (1 charge) and __spirit guardians_ (1 charge). If also connected to an extra dimensional entity, you can cast __divination_ (once between long rests) to ask the entity a question.\n\n__**Table: Whispering Stones Recipients**__\n| **d100** | **Recipient** |\n| -------- | ------------------------------------------- |\n| 1 | _Balor_ |\n| 02-26 | Bearer of the nearest _message stone_ |\n| 27-36 | Bearer of the nearest _Whispering Stone_ |\n| 37\u201346 | Spirit from the nearest graveyard |\n| 47\u201351 | Deceased ancestor |\n| 52\u201356 | _Djinni_ from the Elemental Plane of Air |\n| 57\u201361 | _Efreeti_ from the Elemental Plane of Fire |\n| 62\u201366 | Fortune teller with a _crystal ball_ |\n| 67\u201371 | _Night hag_ with a _magic mirror_ |\n| 72\u201376 | _Imp_ |\n| 77\u201381 | _Deva_ |\n| 82\u201386 | _Dryad_ or _sprite_ |\n| 87\u201391 | _Vampire_ |\n| 92\u201396 | _Lich_ |\n| 97 | _Archfey_ |\n| 98 | Sleeping dragon |\n| 99 | _Forgotten god_ |\n| 100 | Legendary queen of an ancient civilization |", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Artifact", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "wig-of-styling-a5e", "fields": {"name": "Wig of Styling", "desc": "This wig has 2 charges and regains 1 charge each dawn. While wearing the wig, you can use an action to expend 1 charge to change the length, style, and color of the wig. If you expend the last charge, roll a d20\\. On a 1, the wig is fixed in its current length, style, and color, becoming a mundane item.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "wind-fan-a5e", "fields": {"name": "Wind Fan", "desc": "You can use an action to wave this fan and cast _gust of wind_ (save DC 13). Each time the fan is used before the next dawn there is a cumulative 20% chance that it breaks, causing the spell to fail and for it to shred into nonmagical pieces.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "winged-boots-a5e", "fields": {"name": "Winged Boots", "desc": "While you are wearing these boots, you have a flying speed equal to your Speed and you can hover. You can use these boots to fly for 2 hours, expending at least 10 minutes worth of time with each use. If you are flying when the time runs out, you fall at a rate of 30 feet per round and take no damage from landing.\n\nThe boots regain 1 hour of flying time for every 12 hours they are not in use.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "wings-of-flying-a5e", "fields": {"name": "Wings of Flying", "desc": "While you are wearing this cloak, you can use an action speaking its command word to transform it into a pair of wings. The wings last for 1 hour or until you use an action to speak the command word to dismiss them. The wings give you a flying speed of 60 feet. After being used in this way, the wings disappear and cannot be used again for 2d6 hours.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "wings-of-icarus-a5e", "fields": {"name": "Wings of Icarus", "desc": "12 lbs. \n \nThese large wings of feathers and wax are attached to a leather harness, and though the design at first seems simple there is a remarkable beauty to its complex craftsmanship\u2014there must be very few like it elsewhere in the world, if any at all. While you are wearing these wings, you can grasp at handles in the plumage and spend an action rapidly fluttering your arms to gain a fly speed of 30 feet until the start of your next turn. You cannot wield weapons, hold a shield, or cast spells while grasping the handles. When you need to maneuver while using the wings to fly, you make either Dexterity (Acrobatics) or Dexterity air vehicle checks.\n\nThe wings have AC 13, 15 hit points, and vulnerability to fire damage. After 3d4 rounds of being exposed to direct sunlight and extreme heat at the same time, the wax holding the feathers together melts and the wings are destroyed.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Artifact", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "wood-woad-amulet-a5e", "fields": {"name": "Wood Woad Amulet", "desc": "This wooden amulet painted with blue pigment is carved to resemble a humanoid figure armed with a club and shield. Its face is featureless apart from two empty eyes that glow with a faint yellow light. When you hold it to your ear, you hear faint whispers. Once a day as an action, you can hold the amulet to your ear and listen to its whispers to guide you. You gain an expertise die to one ability check made in the next minute. You may roll the expertise die before or after making the ability check, after which the effect ends. This ability recharges at dusk each day.\n\nAdditionally you may crush the amulet as a reaction, destroying it to free the spirit within and gain the \u2018woad\u2019s blessing\u2019. You can expend the woad\u2019s blessing to roll an additional d20 when you make an ability check, attack roll, or saving throw, and choose which of the d20s is used. You can roll the additional die after making the roll, but before the outcome is determined. Once you have used the woad\u2019s blessing, the amulet\u2019s magic dissipates.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Common", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "zlicks-message-cushion-a5e", "fields": {"name": "Zlick\u2019s Message Cushion", "desc": "This small pink air bladder has a winking wizard emblazoned on the front. As a bonus action, you can whisper a phrase up to 10 words long into the cushion, which will inflate it. While inflated, any creature that accidentally sits on or applies pressure to the cushion deflates it. A creature can also use a bonus action to intentionally deflate the cushion. When the cushion deflates, it loudly repeats the phrase spoken into it along with somewhat humorous flatulence noise. This sound is clearly audible to a range of 50 feet.\n\nAlternatively, you can cast a cantrip or spell of 1st-level into the _Zlick\u2019s message cushion_ so long as the words laughter, mockery, or whisper are in the spell name. When the cushion is deflated it casts the spell, targeting the creature that deflated it, and afterward it becomes a mundane item.", "document": 39, "page_no": null, "type": "Wondrous Item", "rarity": "Common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Level Up A5E"}, {"model": "api.magicitem", "pk": "aberrant-agreement", "fields": {"name": "Aberrant Agreement", "desc": "This long scroll bears strange runes and seals of eldritch powers. When you use an action to present this scroll to an aberration whose Challenge Rating is equal to or less than your level, the binding powers of the scroll compel it to listen to you. You can then attempt to strike a bargain with the aberration, negotiating a service from it in exchange for a reward. The aberration is under no compulsion to strike the bargain; it is compelled only to parley long enough for you to present a bargain and allow for negotiations. If you or your allies attack or otherwise attempt to harm the aberration, the truce is broken, and the creature can act normally. If the aberration refuses the offer, it is free to take any actions it wishes. Should you and the aberration reach an agreement that is satisfactory to both parties, you must sign the agreement and have the aberration do likewise (or make its mark, if it has no form of writing). The writing on the scroll changes to reflect the terms of the agreement struck. The magic of the charter holds both you and the aberration to the agreement until its service is rendered and the reward paid, at which point the scroll blackens and crumbles to dust. An aberration's thinking is alien to most humanoids, and vaguely worded contracts may result in unintended consequences, as the creature may have different thoughts as to how to best meet the goal. If either party breaks the bargain, that creature immediately takes 10d6 psychic damage, and the charter is destroyed, ending the contract.", "document": 43, "page_no": null, "type": "Scroll", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "accursed-idol", "fields": {"name": "Accursed Idol", "desc": "Carved from a curious black stone of unknown origin, this small totem is fashioned in the macabre likeness of a Great Old One. While attuned to the idol and holding it, you gain the following benefits:\n- You can speak, read, and write Deep Speech.\n- You can use an action to speak the idol's command word and send otherworldly spirits to whisper in the minds of up to three creatures you can see within 30 feet of you. Each target must make a DC 13 Charisma saving throw. On a failed save, a creature takes 2d6 psychic damage and is frightened of you for 1 minute. On a successful save, a creature takes half as much damage and isn't frightened. If a target dies from this damage or while frightened, the otherworldly spirits within the idol are temporarily sated, and you don't suffer the effects of the idol's Otherworldly Whispers property at the next dusk. Once used, this property of the idol can't be used again until the next dusk.\n- You can use an action to cast the augury spell from the idol. The idol can't be used this way again until the next dusk.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "agile-armor", "fields": {"name": "Agile Armor", "desc": "This magically enhanced armor is less bulky than its nonmagical version. While wearing a suit of medium agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 3, instead of 2. While wearing a suit of heavy agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 1, instead of 0.", "document": 43, "page_no": null, "type": "Armor", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "air-seed", "fields": {"name": "Air Seed", "desc": "This plum-sized, nearly spherical sandstone is imbued with a touch of air magic. Typically, 1d4 + 4 air seeds are found together. You can use an action to throw the seed up to 60 feet. The seed explodes on impact and is destroyed. When it explodes, the seed releases a burst of fresh, breathable air, and it disperses gas or vapor and extinguishes candles, torches, and similar unprotected flames within a 10-foot radius of where the seed landed. Each suffocating or choking creature within a 10-foot radius of where the seed landed gains a lung full of air, allowing the creature to hold its breath for 5 minutes. If you break the seed while underwater, each creature within a 10-foot radius of where you broke the seed gains a lung full of air, allowing the creature to hold its breath for 5 minutes.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "akaasit-blade", "fields": {"name": "Akaasit Blade", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. This dagger is crafted from the arm blade of a defeated Akaasit (see Tome of Beasts 2). You can use an action to activate a small measure of prescience within the dagger for 1 minute. If you are attacked by a creature you can see within 5 feet of you while this effect is active, you can use your reaction to make one attack with this dagger against the attacker. If your attack hits, the dagger loses its prescience, and its prescience can't be activated again until the next dawn.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "alabaster-salt-shaker", "fields": {"name": "Alabaster Salt Shaker", "desc": "This shaker is carved from purest alabaster in the shape of an owl. It is 7 inches tall and contains enough salt to flavor 25 meals. When the shaker is empty, it can't be refilled, and it becomes nonmagical. When you or another creature eat a meal salted by this shaker, you don't need to eat again for 48 hours, at which point the magic wears off. If you don't eat within 1 hour of the magic wearing off, you gain one level of exhaustion. You continue gaining one level of exhaustion for each additional hour you don't eat.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "alchemical-lantern", "fields": {"name": "Alchemical Lantern", "desc": "This hooded lantern has 3 charges and regains all expended charges daily at dusk. While the lantern is lit, you can use an action to expend 1 charge to cause the lantern to spit gooey alchemical fire at a creature you can see in the lantern's bright light. The lantern makes its attack roll with a +5 bonus. On a hit, the target takes 2d6 fire damage, and it ignites. Until a creature takes an action to douse the fire, the target takes 1d6 fire damage at the start of each of its turns.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "alembic-of-unmaking", "fields": {"name": "Alembic of Unmaking", "desc": "This large alembic is a glass retort supported by a bronze tripod and connected to a smaller glass container by a bronze spout. The bronze fittings are etched with arcane symbols, and the glass parts of the alembic sometimes emit bright, amethyst sparks. If a magic item is placed inside the alembic and a fire lit beneath it, the magic item dissolves and its magical energy drains into the smaller container. Artifacts, legendary magic items, and any magic item that won't physically fit into the alembic (anything larger than a shortsword or a cloak) can't be dissolved in this way. Full dissolution and distillation of an item's magical energy takes 1 hour, but 10 minutes is enough time to render most items nonmagical. If an item spends a full hour dissolving in the alembic, its magical energy coalesces in the smaller container as a lump of material resembling gray-purple, stiff dough known as arcanoplasm. This material is safe to handle and easy to incorporate into new magic items. Using arcanoplasm while creating a magic item reduces the cost of the new item by 10 percent per degree of rarity of the magic item that was distilled into the arcanoplasm. An alembic of unmaking can distill or disenchant one item per 24 hours.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "very rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "almanac-of-common-wisdom", "fields": {"name": "Almanac of Common Wisdom", "desc": "The dog-eared pages of this thick, weathered tome contain useful advice, facts, and statistical information on a wide range of topics. The topics change to match information relevant to the area where it is currently located. If you spend a short rest consulting the almanac, you treat your proficiency bonus as 1 higher when making any Intelligence, Wisdom, or Charisma skill checks to discover, recall, or cite information about local events, locations, or creatures for the next 4 hours. For example, this almanac's magic can help you recall and find the location of a city's oldest tavern, but its magic won't help you notice a thug hiding in an alley near the tavern.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "amulet-of-memory", "fields": {"name": "Amulet of Memory", "desc": "Made of gold or silver, this spherical locket is engraved with two cresting waves facing away from each other while bound in a twisted loop. It preserves a memory to be reexperienced later. While wearing this amulet, you can use an action to speak the command word and open the locket. The open locket stores what you see and experience for up to 10 minutes. You can shut the locket at any time (no action required), stopping the memory recording. Opening the locket with the command word again overwrites the contained memory. While a memory is stored, you or another creature can touch the locket to experience the memory from the beginning. Breaking contact ends the memory early. In addition, you have advantage on any skill check related to details or knowledge of the stored memory. If you die while wearing the amulet, it preserves you. Your body is affected by the gentle repose spell until the amulet is removed or until you are restored to life. In addition, at the moment of your death, you can store any memory into the amulet. A creature touching the amulet perceives the memory stored there even after your death. Attuning to an amulet of memory removes any prior memories stored in it.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "amulet-of-sustaining-health", "fields": {"name": "Amulet of Sustaining Health", "desc": "While wearing this amulet, you need to eat and drink only once every 7 days. In addition, you have advantage on saving throws against effects that would cause you to suffer a level of exhaustion.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "amulet-of-the-oracle", "fields": {"name": "Amulet of the Oracle", "desc": "When you finish a long rest while wearing this amulet, you can choose one cantrip from the cleric spell list. You can cast that cantrip from the amulet at will, using Wisdom as your spellcasting ability for it.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "amulet-of-whirlwinds", "fields": {"name": "Amulet of Whirlwinds", "desc": "This amulet is strung on a brass necklace and holds a piece of djinn magic. The amulet has 9 charges. You can use an action to expend 1 of its charges to create a whirlwind on a point you can see within 60 feet of you. The whirlwind is a 5-foot-radius, 30-foot-tall cylinder of swirling air that lasts as long as you maintain concentration (as if concentrating on a spell). Any creature other than you that enters the whirlwind must succeed on a DC 15 Strength saving throw or be restrained by it. You can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if you lose sight of it. A creature within 5 feet of the whirlwind can pull a creature out of it by taking an action to make a DC 15 Strength check and succeeding. A restrained creature can try to escape by taking an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the whirlwind. When all of the amulet's charges are expended, the amulet becomes a nonmagical piece of jewelry worth 50 gp.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "anchor-of-striking", "fields": {"name": "Anchor of Striking", "desc": "This small rusty iron anchor feels sturdy in spite of its appearance. You gain a +1 bonus to attack and damage rolls made with this magic war pick. When you roll a 20 on an attack roll made with this weapon, the target is wrapped in ethereal golden chains that extend from the bottom of the anchor. As an action, the chained target can make a DC 15 Strength or Dexterity check, freeing itself from the chains on a success. Alternatively, you can use a bonus action to command the chains to disappear, freeing the target. The chains are constructed of magical force and can't be damaged, though they can be destroyed with a disintegrate spell. While the target is wrapped in these chains, you and the target can't move further than 50 feet from each other.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "angelic-earrings", "fields": {"name": "Angelic Earrings", "desc": "These earrings feature platinum loops from which hang bronzed claws from a Chamrosh (see Tome of Beasts 2), freely given by the angelic hound. While wearing these earrings, you have advantage on Wisdom (Insight) checks to determine if a creature is lying or if it has an evil alignment. If you cast detect evil and good while wearing these earrings, the range increases to 60 feet, and the spell lasts 10 minutes without requiring concentration.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "angry-hornet", "fields": {"name": "Angry Hornet", "desc": "This black ammunition has yellow fletching or yellow paint. When you fire this magic ammunition, it makes an angry buzzing sound, and it multiplies in flight. As it flies, 2d4 identical pieces of ammunition magically appear around it, all speeding toward your target. Roll separate attack rolls for each additional arrow or bullet. Duplicate ammunition disappears after missing or after dealing its damage. If the angry hornet and all its duplicates miss, the angry hornet remains magical and can be fired again, otherwise it is destroyed.", "document": 43, "page_no": null, "type": "Weapon (any ammunition)", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "animated-abacus", "fields": {"name": "Animated Abacus", "desc": "If you speak a mathematical equation within 5 feet of this abacus, it calculates the equation and displays the solution. If you are touching the abacus, it calculates only the equations you speak, ignoring all other spoken equations.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "animated-chain-mail", "fields": {"name": "Animated Chain Mail", "desc": "While wearing this armor, you gain a +1 bonus to AC, and you can use an action to cause parts of the armor to unravel into long, animated chains. While the chains are active, you have a climbing speed equal to your walking speed, and your AC is reduced by 2. You can use a bonus action to deactivate the chains, returning the armor to normal.", "document": 43, "page_no": null, "type": "Armor", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "ankh-of-aten", "fields": {"name": "Ankh of Aten", "desc": "This golden ankh is about 12 inches long and has 5 charges. While holding the ankh by the loop, you can expend 1 charge as an action to fire a beam of brilliant sunlight in a 5-foot-wide, 60-foot-line from the end. Each creature caught in the line must make a DC 15 Constitution saving throw. On a failed save, a creature takes a5d8 radiant damage and is blinded until the end of your next turn. On a successful save, it takes half damage and isn't blinded. Undead have disadvantage on this saving throw. The ankh regains 1d4 + 1 expended charges daily at dawn.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "anointing-mace", "fields": {"name": "Anointing Mace", "desc": "Also called an anointing gada, you gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, the ornately decorated head of the mace holds a reservoir perforated with small holes. As an action, you can fill the reservoir with a single potion or vial of liquid, such as holy water or alchemist's fire. You can press a button on the haft of the weapon as a bonus action, which opens the holes. If you hit a target with the weapon while the holes are open, the weapon deals damage as normal and the target suffers the effects of the liquid. For example,\nan anointing mace filled with holy water deals an extra 2d6 radiant damage if it hits a fiend or undead. After you press the button and make an attack roll, the liquid is expended, regardless if your attack hits.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "apron-of-the-eager-artisan", "fields": {"name": "Apron of the Eager Artisan", "desc": "Created by dwarven artisans, this leather apron has narrow pockets, which hold one type of artisan's tools. If you are wearing the apron and you spend 10 minutes contemplating your next crafting project, the tools in the apron magically change to match those best suited to the task. Once you have changed the tools available, you can't change them again until the next dawn.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "arcanaphage-stone", "fields": {"name": "Arcanaphage Stone", "desc": "Similar to the rocks found in a bird's gizzard, this smooth stone helps an Arcanaphage (see Creature Codex) digest magic. While you hold or wear the stone, you have advantage on saving throws against spells.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "armor-of-cushioning", "fields": {"name": "Armor of Cushioning", "desc": "While wearing this armor, you have resistance to bludgeoning damage. In addition, you can use a reaction when you fall to reduce any falling damage you take by an amount equal to twice your level.", "document": 43, "page_no": null, "type": "Armor", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "armor-of-spite", "fields": {"name": "Armor of Spite", "desc": "Unholy glyphs engraved on this black iron magic armor burn with a faint, orange light. While wearing the armor, you gain a +1 bonus to your AC. At the start of your turn, you can choose to allow attack rolls against you to have advantage. If you do, the glyphs shed dim light in a 5-foot radius, and you can use a reaction when a creature hits you with an attack to force the attacker to take necrotic damage equal to twice your proficiency bonus.", "document": 43, "page_no": null, "type": "Armor", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "armor-of-the-leaf", "fields": {"name": "Armor of the Leaf", "desc": "This suit of armor always has a forest or leaf motif and is usually green or brown in color. While wearing this armor in forest terrain, you have advantage on\nStrength (Athletics) and Dexterity (Stealth) checks. You can use an action to transform the armor into a cloud of swirling razor-sharp leaves, and each creature within 10 feet of you must succeed on a DC 13 Dexterity saving throw or take 2d8 slashing damage. For 1 minute, the cloud of leaves spreads out in a 10-foot radius from you, making the area lightly obscured for creatures other than you. The cloud moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the cloud and ends the effect. While the armor is transformed, you don't gain a base Armor Class from the armor. The armor can't be used this way again until the next dawn.", "document": 43, "page_no": null, "type": "Armor", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "armor-of-the-ngobou", "fields": {"name": "Armor of the Ngobou", "desc": "This thick and rough armor is made from the hide of a Ngobou (see Tome of Beasts), an aggressive, ox-sized dinosaur known to threaten elephants of the plains. The horns and tusks of the dinosaur are worked into the armor as spiked shoulder pads. While wearing this armor, you gain a +1 bonus to AC, and you have a magical sense for elephants. You automatically detect if an elephant has passed within 90 feet of your location within the last 24 hours, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) checks you make to find elephants.", "document": 43, "page_no": null, "type": "Armor", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "armor-of-warding", "fields": {"name": "Armor of Warding", "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", "document": 43, "page_no": null, "type": "Armor", "rarity": "uncommon, rare, very rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "arrow-of-grabbing", "fields": {"name": "Arrow of Grabbing", "desc": "This arrow has a barbed head and is wound with a fine but strong thread that unravels as the arrow soars. If a creature takes damage from the arrow, the creature must succeed on a DC 17 Constitution saving throw or take 4d6 damage and have the arrowhead lodged in its flesh. A creature grabbed by this arrow can't move farther away from you. At the end of its turn, the creature can attempt a DC 17 Constitution saving throw, taking 4d6 piercing damage and dislodging the arrow on a success. As an action, you can attempt to pull the grabbed creature up to 10 feet in a straight line toward you, forcing the creature to repeat the saving throw. If the creature fails, it moves up to 10 feet closer to you. If it succeeds, it takes 4d6 piercing damage and the arrow is dislodged.", "document": 43, "page_no": null, "type": "Ammunition", "rarity": "very rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "arrow-of-unpleasant-herbs", "fields": {"name": "Arrow of Unpleasant Herbs", "desc": "This arrow's tip is filled with magically preserved, poisonous herbs. When a creature takes damage from the arrow, the arrowhead breaks, releasing the herbs. The creature must succeed on a DC 15 Constitution saving throw or be incapacitated until the end of its next turn as it retches and reels from the poison.", "document": 43, "page_no": null, "type": "Ammunition", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "ash-of-the-ebon-birch", "fields": {"name": "Ash of the Ebon Birch", "desc": "This salve is created by burning bark from a rare ebon birch tree then mixing that ash with oil and animal blood to create a cerise pigment used to paint yourself or another creature with profane protections. Painting the pigment on a creature takes 1 minute, and you can choose to paint a specific sigil or smear the pigment on a specific part of the creature's body.", "document": 43, "page_no": null, "type": "Potion", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "ashes-of-the-fallen", "fields": {"name": "Ashes of the Fallen", "desc": "Found in a small packet, this coarse, foul-smelling black dust is made from the powdered remains of a celestial. Each packet of the substance contains enough ashes for one use. You can use an action to throw the dust in a 15-foot cone. Each spellcaster in the cone must succeed on a DC 15 Wisdom saving throw or become cursed for 1 hour or until the curse is ended with a remove curse spell or similar magic. Creatures that don't cast spells are unaffected. A cursed spellcaster must make a DC 15 Wisdom saving throw each time it casts a spell. On a success, the spell is cast normally. On a failure, the spellcaster casts a different, randomly chosen spell of the same level or lower from among the spellcaster's prepared or known spells. If the spellcaster has no suitable spells available, no spell is cast.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "ashwood-wand", "fields": {"name": "Ashwood Wand", "desc": "You can use this wand as a spellcasting focus. The wand has 3 charges and regains all expended charges daily at dawn. When you cast a spell that deals fire damage while using this wand as your spellcasting focus, the spell deals 1 extra fire damage. If you expend 1 of the wand's charges during the casting, the spell deals 1d4 + 1 extra fire damage instead.", "document": 43, "page_no": null, "type": "Wand", "rarity": "common", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "asps-kiss", "fields": {"name": "Asp's Kiss", "desc": "This haladie features two short, slightly curved blades attached to a single hilt with a short, blue-sheened spike on the hand guard. You gain a +2 bonus to attack and damage rolls made with this magic weapon. While attuned to this sword, you have immunity to poison damage, and, when you take the Dash action, the extra movement you gain is double your speed instead of equal to your speed. When you use the Attack action with this sword, you can make one attack with its hand guard spike (treat as a dagger) as a bonus action. You can use an action to cause indigo poison to coat the blades of this sword. The poison remains for 1 minute or until two attacks using the blade of this weapon hit one or more creatures. The target must succeed on a DC 17 Constitution saving throw or take 2d10 poison damage and its hit point maximum is reduced by an amount equal to the poison damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. The sword can't be used this way again until the next dawn. When you kill a creature with this weapon, it sheds a single, blue tear as it takes its last breath.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "legendary", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "aurochs-bracers", "fields": {"name": "Aurochs Bracers", "desc": "These bracers have the graven image of a bull's head on them. Your Strength score is 19 while you wear these bracers. It has no effect on you if your Strength is already 19 or higher. In addition, when you use the Attack action to shove a creature, you have advantage on the Strength (Athletics) check.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "axe-of-the-ancients", "fields": {"name": "Axe of the Ancients", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you draw this weapon, you can use a bonus action to cast the thaumaturgy spell from it. You can have only one of the spell's effects active at a time when you cast it in this way.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "baba-yagas-cinderskull", "fields": {"name": "Baba Yaga's Cinderskull", "desc": "Warm to the touch, this white, dry skull radiates dim, orange light from its eye sockets in a 30-foot radius. While attuned to the skull, you only require half of the daily food and water a creature of your size and type normally requires. In addition, you can withstand extreme temperatures indefinitely, and you automatically succeed on saving throws against extreme temperatures.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "badger-hide", "fields": {"name": "Badger Hide", "desc": "While wearing this hairy, black and white armor, you have a burrowing speed of 20 feet, and you have advantage on Wisdom (Perception) checks that rely on smell.", "document": 43, "page_no": null, "type": "Armor", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "bag-of-bramble-beasts", "fields": {"name": "Bag of Bramble Beasts", "desc": "This ordinary bag, made from green cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, spiky object. The bag weighs 1/2 pound. You can use an action to pull the spiky object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a 1d8 and consulting the below table. The creature is a bramble version (see sidebar) of the beast listed in the table. The creature vanishes at the next dawn or when it is reduced to 0 hit points. The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three spiky objects have been pulled from the bag, the bag can't be used again until the next dawn. Alternatively, one willing animal companion or familiar can be placed in the bag for 1 week. A non-beast animal companion or familiar that is placed in the bag is treated as if it had been placed into a bag of holding and can be removed from the bag at any time. A beast animal companion or familiar disappears once placed in the bag, and the bag's magic is dormant until the week is up. At the end of the week, the animal companion or familiar exits the bag as a bramble creature (see the template in the sidebar) and can be returned to its original form only with a wish. The creature retains its status as an animal companion or familiar after its transformation and can choose to activate or deactivate its Thorn Body trait as a bonus action. A transformed familiar can be re-summoned with the find familiar spell. Once the bag has been used to change an animal companion or familiar into a bramble creature, it becomes an ordinary, nonmagical bag. | 1d8 | Creature |\n| --- | ------------ |\n| 1 | Weasel |\n| 2 | Giant rat |\n| 3 | Badger |\n| 4 | Boar |\n| 5 | Panther |\n| 6 | Giant badger | Only a beast can become a bramble creature. It retains all its statistics except as noted below.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "bag-of-traps", "fields": {"name": "Bag of Traps", "desc": "Anyone reaching into this apparently empty bag feels a small coin, which resembles no known currency. Removing the coin and placing or tossing it up to 20 feet creates a random mechanical trap that remains for 10 minutes or until discharged or disarmed, whereupon it disappears. The coin returns to the bag only after the trap disappears. You may draw up to 10 traps from the bag each week. The GM has the statistics for mechanical traps.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "bagpipes-of-battle", "fields": {"name": "Bagpipes of Battle", "desc": "Inspire friends and strike fear in the hearts of your enemies with the drone of valor and the shrill call of martial might! You must be proficient with wind instruments to use these bagpipes. You can use an action to play them and create a fearsome and inspiring tune. Each ally within 60 feet of you that can hear the tune gains a d12 Bardic Inspiration die for 10 minutes. Each creature within 60 feet of you that can hear the tune and that is hostile to you must succeed on a DC 15 Wisdom saving throw or be frightened of you for 1 minute. A hostile creature has disadvantage on this saving throw if it is within 5 feet of you or your ally. A frightened creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once used, the bagpipes can't be used in this way again until the next dawn.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "baleful-wardrums", "fields": {"name": "Baleful Wardrums", "desc": "You must be proficient with percussion instruments to use these drums. The drums have 3 charges. You can use an action to play them and expend 1 charge to create a baleful rumble. Each creature of your choice within 60 feet of you that hears you play must succeed on a DC 13 Wisdom saving throw or have disadvantage on its next weapon or spell attack roll. A creature that succeeds on its saving throw is immune to the effect of these drums for 24 hours. The drum regains 1d3 expended charges daily at dawn.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "band-of-iron-thorns", "fields": {"name": "Band of Iron Thorns", "desc": "This black iron armband bristles with long, needle-sharp iron thorns. When you attune to the armband, the thorns bite into your flesh. The armband doesn't function unless the thorns pierce your skin and are able to reach your blood. While wearing the band, after you roll a saving throw but before the GM reveals if the roll is a success or failure, you can use your reaction to expend one Hit Die. Roll the die, and add the number rolled to your saving throw.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "band-of-restraint", "fields": {"name": "Band of Restraint", "desc": "These simple leather straps are nearly unbreakable when used as restraints. If you spend 1 minute tying a Small or Medium creature's limbs with these straps, the creature is restrained (escape DC 17) until it escapes or until you speak a command word to release the straps. While restrained by these straps, the target has disadvantage on Strength checks.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "bandana-of-brachiation", "fields": {"name": "Bandana of Brachiation", "desc": "While wearing this bright yellow bandana, you have a climbing speed of 30 feet, and you gain a +5 bonus to Strength (Athletics) and Dexterity (Acrobatics) checks to jump over obstacles, to land on your feet, and to land safely on a breakable or unstable surface, such as a tree branch or rotting wooden rafters.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "bandana-of-bravado", "fields": {"name": "Bandana of Bravado", "desc": "While wearing this bright red bandana, you have advantage on Charisma (Intimidation) checks and on saving throws against being frightened.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "banner-of-the-fortunate", "fields": {"name": "Banner of the Fortunate", "desc": "While holding this banner aloft with one hand, you can use an action to inspire creatures nearby. Each creature of your choice within 60 feet of you that can see the banner has advantage on its next attack roll. The banner can't be used this way again until the next dawn.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "battle-standard-of-passage", "fields": {"name": "Battle Standard of Passage", "desc": "This battle standard hangs from a 4-foot-long pole and bears the colors and heraldry of a long-forgotten nation. You can use an action to plant the pole in the ground, causing the standard to whip and wave as if in a breeze. Choose up to six creatures within 30 feet of the standard, which can include yourself. Nonmagical difficult terrain costs the creatures you chose no extra movement. In addition, each creature you chose can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. The standard stops waving and the effect ends after 10 minutes, or when a creature uses an action to pull the pole from the ground. The standard can't be used this way again until the next dawn.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "bead-of-exsanguination", "fields": {"name": "Bead of Exsanguination", "desc": "This small, black bead measures 3/4 of an inch in diameter and weights an ounce. Typically, 1d4 + 1 beads of exsanguination are found together. When thrown, the bead absorbs hit points from creatures near its impact site, damaging them. A bead can store up to 50 hit points at a time. When found, a bead contains 2d10 stored hit points. You can use an action to throw the bead up to 60 feet. Each creature within a 20-foot radius of where the bead landed must make a DC 15 Constitution saving throw, taking 3d6 necrotic damage on a failed save, or half as much damage on a successful one. The bead stores hit points equal to the necrotic damage dealt. The bead turns from black to crimson the more hit points are stored in it. If the bead absorbs 50 hit points or more, it explodes and is destroyed. Each creature within a 20-foot radius of the bead when it explodes must make a DC 15 Dexterity saving throw, taking 6d6 necrotic damage on a failed save, or half as much damage on a successful one. If you are holding the bead, you can use a bonus action to determine if the bead is below or above half its maximum stored hit points. If you hold and study the bead over the course of 1 hour, which can be done during a short rest, you know exactly how many hit points are stored in the bead.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "bear-paws", "fields": {"name": "Bear Paws", "desc": "These hand wraps are made of flexible beeswax that ooze sticky honey. While wearing these gloves, you have advantage on grapple checks. In addition, creatures grappled by you have disadvantage on any checks made to escape your grapple.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "bed-of-spikes", "fields": {"name": "Bed of Spikes", "desc": "This wide, wooden plank holds hundreds of two-inch long needle-like spikes. When you finish a long rest on the bed, you have resistance to piercing damage and advantage on Constitution saving throws to maintain your concentration on spells you cast for 8 hours or until you finish a short or long rest. Once used, the bed can't be used again until the next dusk.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "belt-of-the-wilds", "fields": {"name": "Belt of the Wilds", "desc": "This thin cord is made from animal sinew. While wearing the cord, you have advantage on Wisdom (Survival) checks to follow tracks left by beasts, giants, and humanoids. While wearing the belt, you can use a bonus action to speak the belt's command word. If you do, you leave tracks of the animal of your choice instead of your regular tracks. These tracks can be those of a Large or smaller beast with a CR of 1 or lower, such as a pony, rabbit, or lion. If you repeat the command word, you end the effect.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "berserkers-kilt", "fields": {"name": "Berserker's Kilt", "desc": "This kilt is made from bear, elk, or wolf fur. While wearing this kilt, your Unarmored Defense increases by 1, and you gain additional benefits while raging, depending on the type of kilt you are wearing. Bear Fur (Very Rare). This kilt empowers your rage with the vigor of a bear. When you enter a rage, you gain 20 temporary hit points. These temporary hit points last until your rage ends. Elk Fur (Rare). This kilt empowers your rage with the nimble ferocity of an elk. While raging, if you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, the target takes an extra 1d6 damage of the weapon\u2019s type. Wolf Fur (Uncommon). This kilt empowers your rage with the speed of a wolf. While raging, your walking speed increases by 10 feet.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "varies", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "big-dipper", "fields": {"name": "Big Dipper", "desc": "This wooden rod is topped with a ridged ball. The rod has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the rod's last charge, roll a d20. On a 1, the rod melts into a pool of nonmagical honey and is destroyed. Anytime you expend 1 or more charges for this rod's properties, the ridged ball flows with delicious, nonmagical honey for 1 minute.", "document": 43, "page_no": null, "type": "Rod", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "binding-oath", "fields": {"name": "Binding Oath", "desc": "This lengthy scroll is the testimony of a pious individual's adherence to their faith. The author has emphatically rewritten these claims many times, and its two slim, metal rollers are wrapped in yards of parchment. When you attune to the item, you rewrite certain passages to align with your own religious views. You can use an action to throw the scroll at a Huge or smaller creature you can see within 30 feet of you. Make a ranged attack roll. On a hit, the scroll unfurls and wraps around the creature. The target is restrained until you take a bonus action to command the scroll to release the creature. If you command it to release the creature or if you miss with the attack, the scroll curls back into a rolled-up scroll. If the restrained target's alignment is the opposite of yours along the law/chaos or good/evil axis, you can use a bonus action to cause the writing to blaze with light, dealing 2d6 radiant damage to the target. A creature, including the restrained target, can use an action to make a DC 17 Strength check to tear apart the scroll. On a success, the scroll is destroyed. Such an attempt causes the writing to blaze with light, dealing 2d6 radiant damage to both the creature making the attempt and the restrained target, whether or not the attempt is successful. Alternatively, the restrained creature can use an action to make a DC 17 Dexterity check to slip free of the scroll. This action also triggers the damage effect, but it doesn't destroy the scroll. Once used, the scroll can't be used again until the next dawn.", "document": 43, "page_no": null, "type": "Scroll", "rarity": "very rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "bituminous-orb", "fields": {"name": "Bituminous Orb", "desc": "A tarlike substance leaks continually from this orb, which radiates a cloying darkness and emanates an unnatural chill. While attuned to the orb, you have darkvision out to a range of 60 feet. In addition, you have immunity to necrotic damage, and you have advantage on saving throws against spells and effects that deal radiant damage. This orb has 6 charges and regains 1d6 daily at dawn. You can expend 1 charge as an action to lob some of the orb's viscous darkness at a creature you can see within 60 feet of you. The target must succeed on a DC 15 Dexterity saving throw or be grappled (escape DC 15). Until this grapple ends, the creature is blinded and takes 2d8 necrotic damage at the start of each of its turns, and you can use a bonus action to move the grappled creature up to 20 feet in any direction. You can't move the creature more than 60 feet away from the orb. Alternatively, you can use an action to expend 2 charges and crush the grappled creature. The creature must make a DC 15 Constitution saving throw, taking 6d8 bludgeoning damage on a failed save, or half as much damage on a successful one. You can end the grapple at any time (no action required). The orb's power can grapple only one creature at a time.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "very rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "black-and-white-daggers", "fields": {"name": "Black and White Daggers", "desc": "These matched daggers are identical except for the stones set in their pommels. One pommel is chalcedony (opaque white), the other is obsidian (opaque black). You gain a +1 bonus to attack and damage rolls with both magic weapons. The bonus increases to +3 when you use the white dagger to attack a monstrosity, and it increases to +3 when you use the black dagger to attack an undead. When you hit a monstrosity or undead with both daggers in the same turn, that creature takes an extra 1d6 piercing damage from the second attack.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "black-dragon-oil", "fields": {"name": "Black Dragon Oil", "desc": "The viscous green-black oil within this magical ceramic pot bubbles slightly. The pot's stone stopper is sealed with greasy, dark wax. The pot contains 5 ounces of pure black dragon essence, obtained by slowly boiling the dragon in its own acidic secretions. You can use an action to apply 1 ounce of the oil to a weapon or single piece of ammunition. The next attack made with that weapon or ammunition deals an extra 2d8 acid damage to the target. A creature that takes the acid damage must succeed on a DC 15 Constitution saving throw at the start of its next turn or be burned for an extra 2d8 acid damage.", "document": 43, "page_no": null, "type": "Potion", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "black-phial", "fields": {"name": "Black Phial", "desc": "This black stone phial has a tightly fitting stopper and 3 charges. As an action, you can fill the phial with blood taken from a living, or recently deceased (dead no longer than 1 minute), humanoid and expend 1 charge. When you do so, the black phial transforms the blood into a potion of greater healing. A creature who drinks this potion must succeed on a DC 12 Constitution saving throw or be poisoned for 1 hour. The phial regains 1d3 expended charges daily at midnight. If you expend the phial's last charge, roll a d20: 1d20. On a 1, the phial crumbles into dust and is destroyed.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "blackguards-blade", "fields": {"name": "Blackguard's Blade", "desc": "You have advantage on attack rolls made with this weapon against a target if another enemy of the target is within 5 feet of it, and it has no allies within 5 feet of it.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "blacktooth", "fields": {"name": "Blacktooth", "desc": "This black ivory, rune-carved wand has 7 charges. It regains 1d6 + 1 expended charges daily at dawn. While holding it, you can use an action to expend 1 or more of its charges to cast the guiding bolt spell from it, using an attack bonus of +7. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.", "document": 43, "page_no": null, "type": "Wand", "rarity": "legendary", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "blade-of-petals", "fields": {"name": "Blade of Petals", "desc": "You gain a +2 bonus to attack and damage rolls made with this magic weapon. This brightly-colored shortsword is kept in a wooden scabbard with eternally blooming flowers. The blade is made of dull green steel, and its pommel is fashioned from hard rosewood. As a bonus action, you can conjure a flowery mist which fills a 20-foot area around you with pleasant-smelling perfume. The scent dissipates after 1 minute. A creature damaged by the blade must succeed on a DC 15 Charisma saving throw or be charmed by you until the end of its next turn. A creature can't be charmed this way more than once every 24 hours.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "blade-of-the-dervish", "fields": {"name": "Blade of the Dervish", "desc": "This magic scimitar is empowered by your movements. For every 10 feet you move before making an attack, you gain a +1 bonus to the attack and damage rolls of that attack, and the scimitar deals an extra 1d6 slashing damage if the attack hits (maximum of +3 and 3d6). In addition, if you use the Dash action and move within 5 feet of a creature, you can attack that creature as a bonus action. On a hit, the target takes an extra 2d6 slashing damage.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "blade-of-the-temple-guardian", "fields": {"name": "Blade of the Temple Guardian", "desc": "This simple but elegant shortsword is a magic weapon. When you are wielding it and use the Flurry of Blows class feature, you can make your bonus attacks with the sword rather than unarmed strikes. If you deal damage to a creature with this weapon and reduce it to 0 hit points, you absorb some of its energy, regaining 1 expended ki point.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "blasphemous-writ", "fields": {"name": "Blasphemous Writ", "desc": "The Infernal runes inscribed upon this vellum scroll radiate a faint, crimson glow. When you use this spell scroll of command, the save DC is 15 instead of 13, and you can also affect targets that are undead or that don't understand your language.", "document": 43, "page_no": null, "type": "Scroll", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "blessed-paupers-purse", "fields": {"name": "Blessed Pauper's Purse", "desc": "This worn cloth purse appears empty, even when opened, yet seems to always have enough copper pieces in it to make any purchase of urgent necessity when you dig inside. The purse produces enough copper pieces to provide for a poor lifestyle. In addition, if anyone asks you for charity, you can always open the purse to find 1 or 2 cp available to give away. These coins appear only if you truly intend to gift them to one who asks.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "common", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "blinding-lantern", "fields": {"name": "Blinding Lantern", "desc": "This ornate brass lantern comes fitted with heavily inscribed plates shielding the cut crystal lens. With a flick of a lever, as an action, the plates rise and unleash a dazzling array of lights at a single target within 30 feet. You must use two hands to direct the lights precisely into the eyes of a foe. The target must succeed on a DC 11 Wisdom saving throw or be blinded until the end of its next turn. A creature blinded by the lantern is immune to its effects for 1 minute afterward. This property can't be used in a brightly lit area. By opening the shutter on the opposite side, the device functions as a normal bullseye lantern, yet illuminates magically, requiring no fuel and giving off no heat.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "blood-mark", "fields": {"name": "Blood Mark", "desc": "Used as a form of currency between undead lords and the humanoids of their lands, this coin resembles a gold ring with a single hole in the center. It holds 1 charge, visible as a red glow in the center of the coin. While holding the coin, you can use an action to expend 1 charge and regain 1d3 hit points. At the same time, the humanoid who pledged their blood to the coin takes necrotic damage and reduces their hit point maximum by an equal amount. This reduction lasts until the creature finishes a long rest. It dies if this reduces its hit point maximum to 0. You can expend the charges in up to 5 blood marks as part of the same action. To replenish an expended charge in a blood mark, a humanoid must pledge a pint of their blood in a 10-minute ritual that involves letting a drop of their blood fall through the center of the coin. The drop disappears in the process and the center fills with a red glow. There is no limit to how much blood a humanoid may pledge, but each coin can hold only 1 charge. To pledge more, the humanoid must perform the ritual on another blood mark. Any person foolish enough to pledge more than a single blood coin might find the coins all redeemed at once, since such redemptions often happen at great blood feasts held by vampires and other undead.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "blood-pearl", "fields": {"name": "Blood Pearl", "desc": "This crimson pearl feels slick to the touch and contains a mote of blood imbued with malign purpose. As an action, you can break the pearl, destroying it, and conjure a Blood Elemental (see Creature Codex) for 1 hour. The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, 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 elemental, it defends itself from hostile creatures but otherwise takes no actions.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "blood-soaked-hide", "fields": {"name": "Blood-Soaked Hide", "desc": "A creature that starts its turn in your space must succeed on a DC 15 Constitution saving throw or lose 3d6 hit points due to blood loss, and you regain a number of hit points equal to half the number of hit points the creature lost. Constructs and undead who aren't vampires are immune to this effect. Once used, you can't use this property of the armor again until the next dawn.", "document": 43, "page_no": null, "type": "Armor", "rarity": "very rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "bloodbow", "fields": {"name": "Bloodbow", "desc": "This longbow is carved of a light, sturdy wood such as hickory or yew, and it is almost always stained a deep maroon hue, lacquered and aged under layers of sundried blood. The bow is sometimes decorated with reptilian teeth, centaur tails, or other battle trophies. The bow is designed to harm the particular type of creature whose blood most recently soaked the weapon. When you make a ranged attack roll with this magic weapon against a creature of that type, you have a +1 bonus to the attack and damage rolls. If the attack hits, the target must succeed on a DC 15 Wisdom saving throw or become enraged until the end of your next turn. While enraged, the target suffers a random short-term madness.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "blooddrinker-spear", "fields": {"name": "Blooddrinker Spear", "desc": "Prized by gnolls, the upper haft of this spear is decorated with tiny animal skulls, feathers, and other adornments. You gain a +1 bonus to attack and damage rolls with this magic weapon. When you hit a creature with this spear, you mark that creature for 1 hour. Until the mark ends, you deal an extra 1d6 damage to the target whenever you hit it with the spear, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find the target. If the target drops to 0 hit points, the mark ends. This property can't be used on a different creature until you spend a short rest cleaning the previous target's blood from the spear.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "bloodfuel-weapon", "fields": {"name": "Bloodfuel Weapon", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "bloodlink-potion", "fields": {"name": "Bloodlink Potion", "desc": "When you and another willing creature each drink at least half this potion, your life energies are linked for 1 hour. When you or the creature who drank the potion with you take damage while your life energies are linked, the total damage is divided equally between you. If the damage is an odd number, roll randomly to assign the extra point of damage. The effect is halted while you and the other creature are separated by more than 60 feet. The effect ends if either of you drop to 0 hit points. This potion's red liquid is viscous and has a metallic taste.", "document": 43, "page_no": null, "type": "Potion", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "bloodpearl-bracelet", "fields": {"name": "Bloodpearl Bracelet", "desc": "This silver or gold bracelet features three red pearls. You can use an action to remove a pearl and throw it up to 20 feet. When the pearl lands, it transforms into an ooze you determine by rolling a d6 and consulting the table that corresponds to the bracelet's color. The ooze vanishes at the next dawn or when it is reduced to 0 hit points. When you throw a pearl, your hit point maximum is reduced by the amount listed in the Blood Price column. This reduction can't be removed with the greater restoration spell or similar magic and lasts until the ooze vanishes or is reduced to 0 hit points. The ooze is friendly to you and your companions and acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the ooze acts in a fashion appropriate to its nature. Once all three pearls have been used, the bracelet can't be used again until the next dawn when the pearls regrow. | d6 | Ooze | CR | Blood Price |\n| --- | --------------------------- | --- | ---------------- |\n| 1 | Dipsa | 1/4 | 5 HP |\n| 2 | Treacle | 1/4 | 5 HP |\n| 3 | Gray Ooze | 1/2 | 5 HP |\n| 4 | Alchemy Apprentice Ooze | 1 | 7 ( 2d6) |\n| 5 | Suppurating Ooze | 1 | 7 ( 2d6) |\n| 6 | Gelatinous Cube | 2 | 10 ( 3d6) | | d6 | Ooze | CR | Blood Price |\n| --- | ----------------------- | --- | ---------------- |\n| 1 | Philosopher's Ghost | 4 | 17 ( 5d6) |\n| 2 | Ink Guardian Ooze | 4 | 17 ( 5d6) |\n| 3 | Black Pudding | 4 | 17 ( 5d6) |\n| 4 | Corrupting Ooze | 5 | 21 ( 6d6) |\n| 5 | Blood Ooze | 6 | 24 ( 7d6) |\n| 6 | Ruby ooze | 6 | 24 ( 7d6) |", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon (silver), very rare (gold)", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "bloodprice-armor", "fields": {"name": "Bloodprice Armor", "desc": "When a melee attack would hit you while you are wearing this armor, you can use your reaction to increase your Armor Class by up to 10 against that attack. If you do so, you lose hit points equal to 5 times the bonus you want to add to your AC. For example, if you want to increase your AC by 2 against that attack, you lose 10 hit points.", "document": 43, "page_no": null, "type": "Armor", "rarity": "legendary", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "bloodthirsty-weapon", "fields": {"name": "Bloodthirsty Weapon", "desc": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "bloodwhisper-cauldron", "fields": {"name": "Bloodwhisper Cauldron", "desc": "This ancient, oxidized cauldron sits on three stubby legs and has images of sacrifice and ritual cast into its iron sides. When filled with concoctions that contain blood, the bubbling cauldron seems to whisper secrets of ancient power to those bold enough to listen. While filled with blood, the cauldron has the following properties. Once filled, the cauldron can't be refilled again until the next dawn.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "very rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "bludgeon-of-nightmares", "fields": {"name": "Bludgeon of Nightmares", "desc": "You gain a +2 bonus to attack and damage rolls made with this weapon. The weapon appears to be a mace of disruption, and an identify spell reveals it to be such. The first time you use this weapon to kill a creature that has an Intelligence score of 5 or higher, you begin having nightmares and disturbing visions that disrupt your rest. Each time you complete a long rest, you must make a Wisdom saving throw. The DC equals 10 + the total number of creatures with Intelligence 5 or higher that you've reduced to 0 hit points with this weapon. On a failure, you gain no benefits from that long rest, and you gain one level of exhaustion.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "blue-rose", "fields": {"name": "Blue Rose", "desc": "The petals of this cerulean flower can be prepared into a compote and consumed. A single flower can make 3 doses. When you consume a dose, your Intelligence, Wisdom, and Charisma scores are reduced by 1 each. This reduction lasts until you finish a long rest. You can consume up to three doses as part of casting a spell, and you can choose to affect your spell with one of the following options for each dose you consumed: - If the spell is of the abjuration school, increase the save DC by 2.\n- If the spell has more powerful effects when cast at a higher level, treat the spell's effects as if you had cast the spell at one slot level higher than the spell slot you used.\n- The spell is affected by one of the following metamagic options, even if you aren't a sorcerer: heightened, quickened, or subtle. A spell can't be affected by the same option more than once, though you can affect one spell with up to three different options. If you consume one or more doses without casting a spell, you can choose to instead affect a spell you cast before you finish a long rest. In addition, consuming blue rose gives you some protection against spells. When a spellcaster you can see casts a spell, you can use your reaction to cause one of the following:\n- You have advantage on the saving throw against the spell if it is a spell of the abjuration school.\n- If the spell is counterspell or dispel magic, the DC increases by 2 to interrupt your spellcasting or to end a magic effect on you. You can use this reaction a number of times equal to the number of doses you consumed. At the end of each long rest, you must make a DC 13 Constitution saving throw. On a failed save, your Hit Dice maximum is reduced by 25 percent. This reduction affects only the number of Hit Dice you can use to regain hit points during a short rest; it doesn't reduce your hit point maximum. This reduction lasts until you recover from the addiction. If you have no remaining Hit Dice to lose, you suffer one level of exhaustion, and your Hit Dice are returned to 75 percent of your maximum Hit Dice. The process then repeats until you die from exhaustion or you recover from the addiction. On a successful save, your exhaustion level decreases by one level. If a successful saving throw reduces your level of exhaustion below 1, you recover from the addiction. A greater restoration spell or similar magic ends the addiction and its effects. Consuming at least one dose of blue rose again halts the effects of the addiction for 2 days, at which point you can consume another dose of blue rose to halt it again or the effects of the addiction continue as normal.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "blue-willow-cloak", "fields": {"name": "Blue Willow Cloak", "desc": "This light cloak of fey silk is waterproof. While wearing this cloak in the rain, you can use your action to pull up the hood and become invisible for up to 1 hour. The effect ends early if you attack or cast a spell, if you use an action to pull down the hood, or if the rain stops. The cloak can't be used this way again until the next dawn.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "bone-whip", "fields": {"name": "Bone Whip", "desc": "This whip is constructed of humanoid vertebrae with their edges magically sharpened and pointed. The bones are joined together into a coiled line by strands of steel wire. The handle is half a femur wrapped in soft leather of tanned humanoid skin. You gain a +1 bonus to attack and damage rolls with this weapon. You can use an action to cause fiendish energy to coat the whip. For 1 minute, you gain 5 temporary hit points the first time you hit a creature on each turn. In addition, when you deal damage to a creature with this weapon, the creature must succeed on a DC 17 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage dealt. This reduction lasts until the creature finishes a long rest. Once used, this property of the whip can't be used again until the next dawn.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "very rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "bonebreaker-mace", "fields": {"name": "Bonebreaker Mace", "desc": "You gain a +1 bonus on attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use it to attack an undead creature. Often given to the grim enforcers of great necropolises, these weapons can reduce the walking dead to splinters with a single strike. When you hit an undead creature with this magic weapon, treat that creature as if it is vulnerable to bludgeoning damage. If it is already vulnerable to bludgeoning damage, your attack deals an additional 1d6 radiant damage.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "book-of-ebon-tides", "fields": {"name": "Book of Ebon Tides", "desc": "This strange, twilight-hued tome was written on pages of pure shadow weave, bound in traditional birch board covers wrapped with shadow goblin hide, and imbued with the memories of forests on the Plane of Shadow. Its covers often reflect light as if it were resting in a forest grove, and some owners swear that a goblin face appears on them now and again. The sturdy lock on one side opens only for wizards, elves, and Shadow Fey (see Tome of Beasts). The book has 15 charges, and it regains 2d6 + 3 expended charges daily in the twilight before dawn. If you expend the last charge, roll a 1d20. On a 1, the book retains its Ebon Tides and Shadow Lore properties but loses its Spells property. When the magic ritual completes, make an Intelligence (Arcana) check and consult the Terrain Changes table for the appropriate DCs. You can change the terrain in any one way listed at your result or lower. For example, if your result was 17, you could turn a small forest up to 30 feet across into a grassland, create a grove of trees up to 240 feet across, create a 6-foot-wide flowing stream, overgrow 1,500 feet of an existing road, or other similar option. Only natural terrain you can see can be affected; built structures, such as homes or castles, remain untouched, though roads and trails can be overgrown or hidden. On a failure, the terrain is unchanged. On a 1, an Overshadow (see Tome of Beasts 2) also appears and attacks you. On a 20, you can choose two options. Deities, Fey Lords and Ladies (see Tome of Beasts), archdevils, demon lords, and other powerful rulers in the Plane of Shadow can prevent these terrain modifications from happening in their presence or anywhere within their respective domains. Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition. At the GM's discretion, spells from Deep Magic for 5th Edition can be replaced with other spells of similar levels and similarly related to darkness, illusion, or shadows, such as invisibility or major image. | DC | Effect |\n| --- | --------------------------------------------------------------------------------------------------- |\n| 8 | Obscuring a path and removing all signs of passage (30 feet per point over 7) |\n| 10 | Creating a grove of trees (30 feet across per point over 9) |\n| 11 | Creating or drying up a lake or pond (up to 10 feet across per point over 10) |\n| 12 | Creating a flowing stream (1 foot wide per point over 11) |\n| 13 | Overgrowing an existing road with brush or trees (300 feet per point over 12) |\n| 14 | Shifting a river to a new course (300 feet per point over 13) |\n| 15 | Moving a forest (300 feet per point over 14) |\n| 16 | Creating a small hill, riverbank, or cliff (10 feet tall per point over 15) |\n| 17 | Turning a small forest into grassland or clearing, or vice versa (30 feet across per point over 16) |\n| 18 | Creating a new river (10 feet wide per point over 17) |\n| 19 | Turning a large forest into grassland, or vice versa (300 feet across per point over 19) |\n| 20 | Creating a new mountain (1,000 feet high per point over 19) |\n| 21 | Drying up an existing river (reducing width by 10 feet per point over 20) |\n| 22 | Shrinking an existing hill or mountain (reducing 1,000 feet per point over 21) | Written by an elvish princess at the Court of Silver Words, this volume encodes her understanding and mastery of shadow. Whimsical illusions suffuse every page, animating its illuminated capital letters and ornamental figures. The book is a famous work among the sable elves of that plane, and it opens to the touch of any elfmarked or sable elf character.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "very rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "book-of-eibon", "fields": {"name": "Book of Eibon", "desc": "This fragmentary black book is reputed to descend from the realms of Hyperborea. It contains puzzling guidelines for frightful necromantic rituals and maddening interdimensional travel. The book holds the following spells: semblance of dread*, ectoplasm*, animate dead, speak with dead, emanation of Yoth*, green decay*, yellow sign*, eldritch communion*, create undead, gate, harm, astral projection, and Void rift*. Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition. At the GM's discretion, the book can contain other spells similarly related to necromancy, madness, or interdimensional travel. If you are attuned to this book, you can use it as a spellbook and as an arcane focus. In addition, while holding the book, you can use a bonus action to cast a necromancy spell that is written in this tome without expending a spell slot or using any verbal or somatic components. Once used, this property of the book can't be used again until the next dawn.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "legendary", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "book-shroud", "fields": {"name": "Book Shroud", "desc": "When not bound to a book, this red leather book cover is embossed with images of eyes on every inch of its surface. When you wrap this cover around a tome, it shifts the book's appearance to a plain red cover with a title of your choosing and blank pages on which you can write. When viewing the wrapped book, other creatures see the plain red version with any contents you've written. A creature succeeding on a DC 15 Wisdom (Perception) check sees the real book and can remove the shroud.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "bookkeeper-inkpot", "fields": {"name": "Bookkeeper Inkpot", "desc": "This glass vessel looks like an ordinary inkpot. A quill fashioned from an ostrich feather accompanies the inkpot. You can use an action to speak the inkpot's command word, targeting a Bookkeeper (see Creature Codex) that you can see within 10 feet of you. An unwilling bookkeeper must succeed on a DC 13 Charisma saving throw or be transferred to the inkpot, making you the bookkeeper's new \u201ccreator.\u201d While the bookkeeper is contained within the inkpot, it suffers no harm due to being away from its bound book, but it can't use any of its actions or traits that apply to it being in a bound book. Dipping the quill in the inkpot and writing in a book binds the bookkeeper to the new book. If the inkpot is found as treasure, there is a 50 percent chance it contains a bookkeeper. An identify spell reveals if a bookkeeper is inside the inkpot before using the inkpot's ink.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "bookmark-of-eldritch-insight", "fields": {"name": "Bookmark of Eldritch Insight", "desc": "This cloth bookmark is inscribed with blurred runes that are hard to decipher. If you use this bookmark while researching ancient evils (such as arch-devils or demon lords) or otherworldly mysteries (such as the Void or the Great Old Ones) during a long rest, the bookmark crumbles to dust and grants you its knowledge. You double your proficiency bonus on Arcana, History, and Religion checks to recall lore about the subject of your research for the next 24 hours. If you don't have proficiency in these skills, you instead gain proficiency in them for the next 24 hours, but you are proficient only when recalling information about the subject of your research.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "boots-of-pouncing", "fields": {"name": "Boots of Pouncing", "desc": "These soft leather boots have a collar made of Albino Death Weasel fur (see Creature Codex). While you wear these boots, your walking speed becomes 40 feet, unless your walking speed is higher. Your speed is still reduced if you are encumbered or wearing heavy armor. If you move at least 20 feet straight toward a creature and hit it with a melee weapon attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, you can make one melee weapon attack against it as a bonus action.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "boots-of-quaking", "fields": {"name": "Boots of Quaking", "desc": "While wearing these steel-toed boots, the earth itself shakes when you walk, causing harmless, but unsettling, tremors. If you move at least 15 feet in a single turn, all creatures within 10 feet of you at any point during your movement must make a DC 16 Strength saving throw or take 1d6 force damage and fall prone. In addition, while wearing these boots, you can cast earthquake, requiring no concentration, by speaking a command word and jumping on a point on the ground. The spell is centered on that point. Once you cast earthquake in this way, you can't do so again until the next dawn.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "very rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "boots-of-solid-footing", "fields": {"name": "Boots of Solid Footing", "desc": "A thick, rubbery sole covers the bottoms and sides of these stout leather boots. They are useful for maneuvering in cluttered alleyways, slick sewers, and the occasional patch of ice or gravel. While you wear these boots, you can use a bonus action to speak the command word. If you do, nonmagical difficult terrain doesn't cost you extra movement when you walk across it wearing these boots. If you speak the command word again as a bonus action, you end the effect. When the boots' property has been used for a total of 1 minute, the magic ceases to function until the next dawn.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "boots-of-the-grandmother", "fields": {"name": "Boots of the Grandmother", "desc": "While wearing these boots, you have proficiency in the Stealth skill if you don't already have it, and you double your proficiency bonus on Dexterity (Stealth) checks. As an action, you can drip three drops of fresh blood onto the boots to ease your passage through the world. For 1d6 hours, you and your allies within 30 feet of you ignore difficult terrain. Once used, this property can't be used again until the next dawn.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "boots-of-the-swift-striker", "fields": {"name": "Boots of the Swift Striker", "desc": "While you wear these boots, your walking speed increases by 10 feet. In addition, when you take the Dash action while wearing these boots, you can make a single weapon attack at the end of your movement. You can't continue moving after making this attack.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "bottled-boat", "fields": {"name": "Bottled Boat", "desc": "This clear glass bottle contains a tiny replica of a wooden rowboat down to the smallest detail, including two stout oars, a miniature coil of hemp rope, a fishing net, and a small cask. You can use an action to break the bottle, destroying the bottle and releasing its contents. The rowboat and all of the items emerge as full-sized, normal, and permanent items of their type, which includes 50 feet of hempen rope, a cask containing 20 gallons of fresh water, two oars, and a 12-foot-long rowboat.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "bountiful-cauldron", "fields": {"name": "Bountiful Cauldron", "desc": "If this small, copper cauldron is filled with water and a half pound of meat, vegetables, or other foodstuffs then placed over a fire, it produces a simple, but hearty stew that provides one creature with enough nourishment to sustain it for one day. As long as the food is kept within the cauldron with the lid on, the food remains fresh and edible for up to 24 hours, though it grows cold unless reheated.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "bow-of-accuracy", "fields": {"name": "Bow of Accuracy", "desc": "The normal range of this bow is doubled, but its long range remains the same.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "box-of-secrets", "fields": {"name": "Box of Secrets", "desc": "This well-made, cubical box appears to be a normal container that can hold as much as a normal chest. However, each side of the chest is a lid that can be opened on cunningly concealed hinges. A successful DC 15 Wisdom (Perception) check notices that the sides can be opened. When you use an action to turn the box so a new side is facing up, and speak the command word before opening the lid, the current contents of the chest slip into an interdimensional space, leaving it empty once more. You can use an action to fill the box again, then turn it over to a new side and open it, again sending the contents to the interdimensional space. This can be done up to six times, once for each side of the box. To gain access to a particular batch of contents, the correct side must be facing up, and you must use an action to speak the command word as you open the lid on that side. A box of secrets is often crafted with specific means of telling the sides apart, such as unique carvings on each side, or having each side painted a different color. If any side of the box is destroyed completely, the contents that were stored through that side are lost. Likewise, if the entire box is destroyed, the contents are lost forever.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "bracelet-of-the-fire-tender", "fields": {"name": "Bracelet of the Fire Tender", "desc": "This bracelet is made of thirteen small, roasted pinecones lashed together with lengths of dried sinew. It smells of pine and woodsmoke. It is uncomfortable to wear over bare skin. While wearing this bracelet, you don't have disadvantage on Wisdom (Perception) checks that rely on sight when looking in areas lightly obscured by nonmagical smoke or fog.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "braid-whip-clasp", "fields": {"name": "Braid Whip Clasp", "desc": "This intricately carved ivory clasp can be wrapped around or woven into braided hair 3 feet or longer. While the clasp is attached to your braided hair, you can speak its command word as a bonus action and transform your braid into a dangerous whip. If you speak the command word again, you end the effect. You gain a +1 bonus to attack and damage rolls made with this magic whip. When the clasp's property has been used for a total of 10 minutes, you can't use it to transform your braid into a whip again until the next dawn.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "brain-juice", "fields": {"name": "Brain Juice", "desc": "This foul-smelling, murky, purple-gray liquid is created from the liquefied brains of spellcasting creatures, such as aboleths. Anyone consuming this repulsive mixture must make a DC 15 Intelligence saving throw. On a successful save, the drinker is infused with magical power and regains 1d6 + 4 expended spell slots. On a failed save, the drinker is afflicted with short-term madness for 1 day. If a creature consumes multiple doses of brain juice and fails three consecutive Intelligence saving throws, it is afflicted with long-term madness permanently and automatically fails all further saving throws brought about by drinking brain juice.", "document": 43, "page_no": null, "type": "Potion", "rarity": "very rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "brass-clockwork-staff", "fields": {"name": "Brass Clockwork Staff", "desc": "This curved staff is made of coiled brass and glass wire. You can use an action to speak one of three command words and throw the staff on the ground within 10 feet of you. The staff transforms into one of three wireframe creatures, depending on the command word: a unicorn, a hound, or a swarm of tiny beetles. The wireframe creature or swarm is under your control and acts on its own initiative count. On your turn, you can mentally command the wireframe creature or swarm if it is within 60 feet of you and you aren't incapacitated. You decide what action the creature takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location. The wireframe unicorn lasts for up to 1 hour, uses the statistics of a warhorse, and can be used as a mount. The wireframe hound lasts for up to 5 minutes, uses the statistics of a dire wolf, and has advantage to track any creature you damaged within the past hour. The wireframe beetle swarm lasts for up to 1 minute, uses the statistics of a swarm of beetles, and can destroy nonmagical objects that aren't being worn or carried and that aren't made of stone or metal (destruction happens at a rate of 1 pound of material per round, up to a maximum of 10 pounds). At the end of the duration, the wireframe creature or swarm reverts to its staff form. It reverts to its staff form early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. If it reverts to its staff form early by being reduced to 0 hit points, the staff becomes inert and unusable until the third dawn after the creature was killed. Otherwise, the wireframe creature or swarm has all of its hit points when you transform the staff into the creature again. When a wireframe creature or swarm becomes the staff again, this property of the staff can't be used again until the next dawn.", "document": 43, "page_no": null, "type": "Staff", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "brass-snake-ball", "fields": {"name": "Brass Snake Ball", "desc": "Most commonly used by assassins to strangle sleeping victims, this heavy, brass ball is 6 inches across and weighs approximately 15 pounds. It has the image of a coiled snake embossed around it. You can use an action to command the orb to uncoil into a brass snake approximately 6 feet long and 3 inches thick. You can direct it by telepathic command to attack any creature within your line of sight. Use the statistics for the constrictor snake, but use Armor Class 14 and increase the challenge rating to 1/2 (100 XP). The snake can stay animate for up to 5 minutes or until reduced to 0 hit points. Being reduced to 0 hit points causes the snake to revert to orb form and become inert for 1 week. If damaged but not reduced to 0 hit points, the snake has full hit points when summoned again. Once you have used the orb to become a snake, it can't be used again until the next sunset.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "brawlers-leather", "fields": {"name": "Brawler's Leather", "desc": "These rawhide straps have lines of crimson runes running along their length. They require 10 minutes of bathing them in salt water before carefully wrapping them around your forearms. Once fitted, you gain a +1 bonus to attack and damage rolls made with unarmed strikes. The straps become brittle with use. After you have dealt damage with unarmed strike attacks 10 times, the straps crumble away.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "brawn-armor", "fields": {"name": "Brawn Armor", "desc": "This armor was crafted from the hide of an ancient grizzly bear. While wearing it, you gain a +1 bonus to AC, and you have advantage on grapple checks. The armor has 3 charges. You can use a bonus action to expend 1 charge to deal your unarmed strike damage to a creature you are grappling. The armor regains all expended charges daily at dawn.", "document": 43, "page_no": null, "type": "Armor", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "brazen-band", "fields": {"name": "Brazen Band", "desc": "Made by kobold clockwork mages, this brass clockwork ring is formed to look like a coiled dragon. When you speak or whisper the Draconic command word etched on the inside of the ring, the brass dragon uncoils and attempts to pick any lock within 10 feet of you. The dragon picks the lock using your proficiency bonus but with advantage. It is treated as having thieves' tools when attempting to pick locks. It uses your Dexterity (Stealth) bonus for purposes of not being spotted but with advantage due to its extremely small size. Whether successful or not, once you have used the ring to attempt to pick a lock, it can't be used again until the next sunset.", "document": 43, "page_no": null, "type": "Ring", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "brazen-bulwark", "fields": {"name": "Brazen Bulwark", "desc": "This rectangular shield is plated with polished brass and resembles a crenelated tower. While wielding this shield, you gain a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.", "document": 43, "page_no": null, "type": "Armor", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "breaker-lance", "fields": {"name": "Breaker Lance", "desc": "You gain a +1 bonus to attack and damage rolls with this magic weapon. When you attack an object or structure with this magic lance and hit, maximize your weapon damage dice against the target. The lance has 3 charges. As part of an attack action with the lance, you can expend a charge while striking a barrier created by a spell, such as a wall of fire or wall of force, or an entryway protected by the arcane lock spell. You must make a Strength check against a DC equal to 10 + the spell's level. On a successful check, the spell ends. The lance regains 1d3 expended charges daily at dawn.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "breathing-reed", "fields": {"name": "Breathing Reed", "desc": "This tiny river reed segment is cool to the touch. If you chew the reed while underwater, it provides you with enough air to breathe for up to 10 minutes. At the end of the duration, the reed loses its magic and can be harmlessly swallowed or spit out.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "briarthorn-bracers", "fields": {"name": "Briarthorn Bracers", "desc": "These leather bracers are inscribed with Elvish runes. While wearing these bracers, you gain a +1 bonus to AC if you are using no shield. In addition, while in a forest, nonmagical difficult terrain costs you no extra movement.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "broken-fang-talisman", "fields": {"name": "Broken Fang Talisman", "desc": "This talisman is a piece of burnished copper, shaped into a curved fang with a large crack through the middle. While wearing the talisman, you can use an action to cast the encrypt / decrypt (see Deep Magic for 5th Edition) spell. The talisman can't be used this way again until 1 hour has passed.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "broom-of-sweeping", "fields": {"name": "Broom of Sweeping", "desc": "You can use an action to speak the broom's command word and give it short instructions consisting of a few words, such as \u201csweep the floor\u201d or \u201cdust the cabinets.\u201d The broom can clean up to 5 cubic feet each minute and continues cleaning until you use another action to deactivate it. The broom can't climb barriers higher than 5 feet and can't open doors.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "brotherhood-of-fezzes", "fields": {"name": "Brotherhood of Fezzes", "desc": "This trio of fezzes works only if all three hats are worn within 60 feet of each other by creatures of the same size. If one of the hats is removed or moves further than 60 feet from the others or if creatures of different sizes are wearing the hats, the hats' magic temporarily ceases. While three creatures of the same size wear these fezzes within 60 feet of each other, each creature can use its action to cast the alter self spell from it at will. However, all three wearers of the fezzes are affected as if the same spell was simultaneously cast on each of them, making each wearer appear identical to the other. For example, if one Medium wearer uses an action to change its appearance to that of a specific elf, each other wearer's appearance changes to look like the exact same elf.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "bubbling-retort", "fields": {"name": "Bubbling Retort", "desc": "This long, thin retort is fashioned from smoky yellow glass and is topped with an intricately carved brass stopper. You can unstopper the retort and fill it with liquid as an action. Once you do so, it spews out multicolored bubbles in a 20-foot radius. The bubbles last for 1d4 + 1 rounds. While they last, creatures within the radius are blinded and the area is heavily obscured to all creatures except those with tremorsense. The liquid in the retort is destroyed in the process with no harmful effect on its surroundings. If any bubbles are popped, they burst with a wet smacking sound but no other effect.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "buckle-of-blasting", "fields": {"name": "Buckle of Blasting", "desc": "This soot-colored steel buckle has an exploding flame etched into its surface. It can be affixed to any common belt. While wearing this buckle, you have resistance to force damage. In addition, the buckle has 5 charges, and it regains 1d4 + 1 charges daily at dawn. It has the following properties.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "legendary", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "bullseye-arrow", "fields": {"name": "Bullseye Arrow", "desc": "This arrow has bright red fletching and a blunt, red tip. You gain a +1 bonus to attack rolls made with this magic arrow. On a hit, the arrow deals no damage, but it paints a magical red dot on the target for 1 minute. While the dot lasts, the target takes an extra 1d4 damage of the weapon's type from any ranged attack that hits it. In addition, ranged weapon attacks against the target score a critical hit on a roll of 19 or 20. When this arrow hits a target, the arrow vanishes in a flash of red light and is destroyed.", "document": 43, "page_no": null, "type": "Ammunition", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "burglars-lock-and-key", "fields": {"name": "Burglar's Lock and Key", "desc": "This heavy iron lock bears a stout, pitted key permanently fixed in the keyhole. As an action, you can twist the key counterclockwise to instantly open one door, chest, bag, bottle, or container of your choice within 30 feet. Any container or portal weighing more than 30 pounds or restrained in any way (latched, bolted, tied, or the like) automatically resists this effect.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "burning-skull", "fields": {"name": "Burning Skull", "desc": "This appallingly misshapen skull\u2014though alien and monstrous in aspect\u2014is undeniably human, and it is large and hollow enough to be worn as a helm by any Medium humanoid. The skull helm radiates an unholy spectral aura, which sheds dim light in a 10-foot radius. According to legends, gazing upon a burning skull freezes the blood and withers the brain of one who understands not its mystery.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "very rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "butter-of-disbelief", "fields": {"name": "Butter of Disbelief", "desc": "This stick of magical butter is carved with arcane runes and never melts or spoils. It has 3 charges. While holding this butter, you can use an action to slice off a piece and expend 1 charge to cast the grease spell (save DC 13) from it. The grease that covers the ground looks like melted butter. The butter regains all expended charges daily at dawn. If you expend the last charge, the butter disappears.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "buzzing-blade", "fields": {"name": "Buzzing Blade", "desc": "You can use a bonus action to speak this weapon's command word, causing the blade to emit a loud buzzing sound. The buzzing noise is audible out to 100 feet. While the sword is buzzing, it deals an extra 2d6 thunder damage to any target it hits. The buzzing lasts until you use a bonus action to speak the command word again or until you drop or sheathe the weapon.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "candied-axe", "fields": {"name": "Candied Axe", "desc": "This battleaxe bears a golden head spun from crystalized honey. Its wooden handle is carved with reliefs of bees. You gain a +2 bonus to attack and damage rolls made with this magic weapon.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "very rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "candle-of-communion", "fields": {"name": "Candle of Communion", "desc": "This black candle burns with an eerie, violet flame. The candle's magic is activated when the candle is lit, which requires an action. When lit, the candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Each creature in the candle's light has advantage on Constitution saving throws to maintain concentration on necromancy spells. After burning for 1 hour, or if the candle's flame is magically or nonmagically snuffed out, it is destroyed. Alternatively, when you light the candle for the first time, you can cast the speak with dead spell with it. Doing so destroys the candle.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "candle-of-summoning", "fields": {"name": "Candle of Summoning", "desc": "This black candle burns with an eerie, green flame. The candle's magic is activated when the candle is lit, which requires an action. When lit, the candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Each creature in the candle's light has advantage on Constitution saving throws to maintain concentration on conjuration spells. After burning for 1 hour, or if the flame is magically or nonmagically snuffed out, it is destroyed. Alternatively, when you light the candle for the first time, you can cast the spirit guardians spell (save DC 15) with it. Doing so destroys the candle.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "candle-of-visions", "fields": {"name": "Candle of Visions", "desc": "This black candle burns with an eerie, blue flame. The candle's magic is activated when the candle is lit, which requires an action. When lit, the candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Each creature in the candle's light has advantage on Constitution saving throws to maintain concentration on divination spells. After burning for 1 hour, or if the flame is magically or nonmagically snuffed out, it is destroyed. Alternatively, when you light the candle for the first time, you can cast the augury spell with it, which reveals its otherworldly omen in the candle's smoke. Doing so destroys the candle.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "cap-of-thorns", "fields": {"name": "Cap of Thorns", "desc": "Donning this thorny wooden circlet causes it to meld with your scalp. It can be removed only upon your death or by a remove curse spell. The cap ingests some of your blood, dealing 2d4 piercing damage. After this first feeding, the thorns feed once per day for 1d4 piercing damage. Once per day, you can sacrifice 1 hit point per level you possess to cast a special entangle spell made of thorny vines. Charisma is your spellcasting ability for this effect. Restrained creatures must make a successful Charisma saving throw or be affected by a charm person spell as thorns pierce their body. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target fails three consecutive saves, the thorns become deeply rooted and the charmed effect is permanent until remove curse or similar magic is cast on the target.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "very rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "cape-of-targeting", "fields": {"name": "Cape of Targeting", "desc": "You gain a +1 bonus to AC while wearing this long, flowing cloak. Whenever you are within 10 feet of more than two creatures, it subtly and slowly shifts its color to whatever the creatures nearest you find the most irritating. While within 5 feet of a hostile creature, you can use a bonus action to speak the cloak's command word to activate it, allowing your allies' ranged attacks to pass right through you. For 1 minute, each friendly creature that makes a ranged attack against a hostile creature within 5 feet of you has advantage on the attack roll. Each round the cloak is active, it enthusiastically and telepathically says \u201cshoot me!\u201d in different tones and cadences into the minds of each friendly creature that can see you and the cloak. The cloak can't be used this way again until the next dawn.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "captains-flag", "fields": {"name": "Captain's Flag", "desc": "This red and white flag adorned with a white anchor is made of velvet that never seems to fray in strong wings. When mounted and flown on a ship, the flag changes to the colors and symbol of the ship's captain and crew. While this flag is mounted on a ship, the captain and its allies have advantage on saving throws against being charmed or frightened. In addition, when the captain is reduced to 0 hit points while on the ship where this flag flies, each ally of the captain has advantage on its attack rolls until the end of its next turn.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "captains-goggles", "fields": {"name": "Captain's Goggles", "desc": "These copper and glass goggles are prized by air and sea captains across the world. The goggles are designed to repel water and never fog. After attuning to the goggles, your name (or preferred moniker) appears on the side of the goggles. While wearing the goggles, you can't suffer from exhaustion.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "case-of-preservation", "fields": {"name": "Case of Preservation", "desc": "This item appears to be a standard map or scroll case fashioned of well-oiled leather. You can store up to ten rolled-up sheets of paper or five rolled-up sheets of parchment in this container. While ensconced in the case, the contents are protected from damage caused by fire, exposure to water, age, or vermin.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "cataloguing-book", "fields": {"name": "Cataloguing Book", "desc": "This nondescript book contains statistics and details on various objects. Libraries often use these tomes to assist visitors in finding the knowledge contained within their stacks. You can use an action to touch the book to an object you wish to catalogue. The book inscribes the object's name, provided by you, on one of its pages and sketches a rough illustration to accompany the object's name. If the object is a magic item or otherwise magic-imbued, the book also inscribes the object's properties. The book becomes magically connected to the object, and its pages denote the object's current location, provided the object is not protected by nondetection or other magic that thwarts divination magic. When you attune to this book, its previously catalogued contents disappear.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "catalyst-oil", "fields": {"name": "Catalyst Oil", "desc": "This special elemental compound draws on nearby energy sources. Catalyst oils are tailored to one specific damage type (not including bludgeoning, piercing, or slashing damage) and have one dose. Whenever a spell or effect of this type goes off within 60 feet of a dose of catalyst oil, the oil catalyzes and becomes the spell's new point of origin. If the spell affects a single target, its original point of origin becomes the new target. If the spell's area is directional (such as a cone or a cube) you determine the spell's new direction. This redirected spell is easier to evade. Targets have advantage on saving throws against the spell, and the caster has disadvantage on the spell attack roll.", "document": 43, "page_no": null, "type": "Potion", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "celestial-charter", "fields": {"name": "Celestial Charter", "desc": "Challenge Rating is equal to or less than your level, the binding powers of the scroll compel it to listen to you. You can then attempt to strike a bargain with the celestial, negotiating a service from it in exchange for a reward. The celestial is under no compulsion to strike the bargain; it is compelled only to parley long enough for you to present a bargain and allow for negotiations. If you or your allies attack or otherwise attempt to harm the celestial, the truce is broken, and the creature can act normally. If the celestial refuses the offer, it is free to take any actions it wishes. Should you and the celestial reach an agreement that is satisfactory to both parties, you must sign the charter and have the celestial do likewise (or make its mark, if it has no form of writing). The writing on the scroll changes to reflect the terms of the agreement struck. The magic of the charter holds both you and the celestial to the agreement until its service is rendered and the reward paid, at which point the scroll vanishes in a bright flash of light. A celestial typically attempts to fulfill its end of the bargain as best it can, and it is angry if you exploit any loopholes or literal interpretations to your advantage. If either party breaks the bargain, that creature immediately takes 10d6 radiant damage, and the charter is destroyed, ending the contract.", "document": 43, "page_no": null, "type": "Scroll", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "celestial-sextant", "fields": {"name": "Celestial Sextant", "desc": "The ancient elves constructed these sextants to use as navigational aids on all their seagoing vessels. The knowledge of their manufacture has been lost, and few of them remain. While attuned to the sextant, you can spend 1 minute using the sextant to determine your latitude and longitude, provided you can see the sun or stars. You can use an action steer up to four vessels that are within 1 mile of the sextant, provided their crews are willing. To do so, you must have spent at least 1 hour aboard each of the controlled vessels, performing basic sailing tasks and familiarizing yourself with the vessel.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "censer-of-dark-shadows", "fields": {"name": "Censer of Dark Shadows", "desc": "This enchanted censer paints the air with magical, smoky shadow. While holding the censer, you can use an action to speak its command word, causing the censer to emit shadow in a 30-foot radius for 1 hour. Bright light and sunlight within this area is reduced to dim light, and dim light within this area is reduced to magical darkness. The shadow spreads around corners, and nonmagical light can't illuminate this shadow. The shadow emanates from the censer and moves with it. Completely enveloping the censer within another sealed object, such as a lidded pot or a leather bag, blocks the shadow. If any of this effect's area overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled. Once the censer is used to emit shadow, it can't do so again until the next dusk.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "centaur-wrist-wraps", "fields": {"name": "Centaur Wrist-Wraps", "desc": "These leather and fur wraps are imbued with centaur shamanic magic. The wraps are stained a deep amber color, and intricate motifs painted in blue seem to float above the surface of the leather. While wearing these wraps, you can call on their magic to reroll an attack made with a shortbow or longbow. You must use the new roll. Once used, the wraps must be held in wood smoke for 15 minutes before they can be used in this way again.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "cephalopod-breastplate", "fields": {"name": "Cephalopod Breastplate", "desc": "This bronze breastplate depicts two krakens fighting. While wearing this armor, you gain a +1 bonus to AC. You can use an action to speak the armor's command word to release a cloud of black mist (if above water) or black ink (if underwater). It billows out from you in a 20-foot-radius cloud of mist or ink. The area is heavily obscured for 1 minute, although a wind of moderate or greater speed (at least 10 miles per hour) or a significant current disperses it. The armor can't be used this way again until the next dawn.", "document": 43, "page_no": null, "type": "Armor", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "chainbreaker-blade", "fields": {"name": "Chainbreaker Blade", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you use this weapon to attack or break chains, manacles, or similar metal objects restraining creatures, you have advantage on the attack roll or ability check. In addition, such items have vulnerability to this sword's weapon damage.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "chalice-of-forbidden-ecstasies", "fields": {"name": "Chalice of Forbidden Ecstasies", "desc": "The cup of this garnet chalice is carved in the likeness of a human skull. When the chalice is filled with blood, the dark red gemstone pulses with a scintillating crimson light that sheds dim light in a 5-foot radius. Each creature that drinks blood from this chalice has disadvantage on enchantment spells you cast for the next 24 hours. In addition, you can use an action to cast the suggestion spell, using your spell save DC, on a creature that has drunk blood from the chalice within the past 24 hours. You need to concentrate on this suggestion to maintain it during its duration. Once used, the suggestion power of the chalice can't be used again until the next dusk.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "chalk-of-exodus", "fields": {"name": "Chalk of Exodus", "desc": "This piece of chalk glitters in the light, as if infused with particles of mica or gypsum. The chalk has 10 charges. You can use an action and expend 1 charge to draw a door on any solid surface upon which the chalk can leave a mark. You can then push open the door while picturing a real door within 10 miles of your current location. The door you picture must be one that you have passed through, in the normal fashion, once before. The chalk opens a magical portal to that other door, and you can step through the portal to appear at that other location as if you had stepped through that other door. At the destination, the target door opens, revealing a glowing portal from which you emerge. Once through, you can shut the door, dispelling the portal, or you can leave it open for up to 1 minute. While the door is open, any creature that can fit through the chalk door can traverse the portal in either direction. Each time you use the chalk, roll a 1d20. On a roll of 1, the magic malfunctions and connects you to a random door similar to the one you pictured within the same range, though it might be a door you have never seen before. The chalk becomes nonmagical when you use the last charge.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "chamrosh-salve", "fields": {"name": "Chamrosh Salve", "desc": "This 3-inch-diameter ceramic jar contains 1d4 + 1 doses of a syrupy mixture that smells faintly of freshly washed dog fur. The jar is a glorious gold-white, resembling the shimmering fur of a Chamrosh (see Tome of Beasts 2), the holy hound from which this salve gets its name. As an action, one dose of the ointment can be applied to the skin. The creature that receives it regains 2d8 + 1 hit points and is cured of the charmed, frightened, and poisoned conditions.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "charlatans-veneer", "fields": {"name": "Charlatan's Veneer", "desc": "This silken scarf is a more powerful version of the Commoner's Veneer (see page 128). When in an area containing 12 or more humanoids, Wisdom (Perception) checks to spot you have disadvantage. You can use a bonus action to call on the power in the scarf to invoke a sense of trust in those to whom you speak. If you do so, you have advantage on the next Charisma (Persuasion) check you make against a humanoid while you are in an area containing 12 or more humanoids. In addition, while wearing the scarf, you can use modify memory on a humanoid you have successfully persuaded in the last 24 hours. The scarf can't be used this way again until the next dawn.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "charm-of-restoration", "fields": {"name": "Charm of Restoration", "desc": "This fist-sized ball of tightly-wound green fronds contains the bark of a magical plant with curative properties. A natural loop is formed from one of the fronds, allowing the charm to be hung from a pack, belt, or weapon pommel. As long as you carry this charm, whenever you are targeted by a spell or magical effect that restores your hit points, you regain an extra 1 hit point.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "chieftains-axe", "fields": {"name": "Chieftain's Axe", "desc": "Furs conceal the worn runes lining the haft of this oversized, silver-headed battleaxe. You gain a +2 bonus to attack and damage rolls made with this silvered, magic weapon.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "very rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "chillblain-armor", "fields": {"name": "Chillblain Armor", "desc": "This armor is forged from overlapping blue steel plates or blue rings and has a frosted appearance. While wearing this armor, you gain a +1 bonus to AC, and you have resistance to cold damage. In addition, when a creature hits you with a melee weapon attack, it must succeed on a DC 15 Constitution saving throw or become numbed by the supernatural cold radiating from the armor. A creature numbed by the cold can use either an action or bonus action on its turn, not both, and its movement speed is reduced by 10 feet until the end of its next turn.", "document": 43, "page_no": null, "type": "Armor", "rarity": "very rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "chronomancers-pocket-clock", "fields": {"name": "Chronomancer's Pocket Clock", "desc": "This golden pocketwatch has 3 charges and regains 1d3 expended charges daily at midnight. While holding it, you can use an action to wind it and expend 1 charge to cast the haste spell from it. If the pendant is destroyed (AC 14, 15 hit points) while it has 3 charges, the creature that broke it gains the effects of the time stop spell.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "very rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "cinch-of-the-wolfmother", "fields": {"name": "Cinch of the Wolfmother", "desc": "This belt is made of the treated and tanned intestines of a dire wolf, enchanted to imbue those who wear it with the ferocity and determination of the wolf. While wearing this belt, you can use an action to cast the druidcraft or speak with animals spell from it at will. In addition, you have advantage on Wisdom (Perception) checks that rely on hearing or smell. If you are reduced to 0 hit points while attuned to the belt and fail two death saving throws, you die immediately as your body violently erupts in a shower of blood, and a dire wolf emerges from your entrails. You assume control of the dire wolf, and it gains additional hit points equal to half of your maximum hit points prior to death. The belt then crumbles and is destroyed. If the wolf is targeted by a remove curse spell, then you are reborn when the wolf dies, just as the wolf was born when you died. However, if the curse remains after the wolf dies, you remain dead.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "circlet-of-holly", "fields": {"name": "Circlet of Holly", "desc": "While wearing this circlet, you gain the following benefits: - **Language of the Fey**. You can speak and understand Sylvan. - **Friend of the Fey.** You have advantage on ability checks to interact socially with fey creatures.\n- **Poison Sense.** You know if any food or drink you are holding contains poison.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "circlet-of-persuasion", "fields": {"name": "Circlet of Persuasion", "desc": "While wearing this circlet, you have advantage on Charisma (Persuasion) checks.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "clacking-teeth", "fields": {"name": "Clacking Teeth", "desc": "Taken from a Fleshspurned (see Tome of Beasts 2), a toothy ghost, this bony jaw holds oversized teeth that sweat ectoplasm. The jaw has 3 charges and regains 1d3 expended charges daily at dusk. While holding the jaw, you can use an action to expend 1 of its charges and choose a target within 30 feet of you. The jaw's teeth clatter together, and the target must succeed on a DC 15 Wisdom saving throw or be confused for 1 minute. While confused, the target acts as if under the effects of the confusion spell. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "clamor-bell", "fields": {"name": "Clamor Bell", "desc": "You can affix this small, brass bell to an object with the leather cords tied to its top. If anyone other than you picks up, interacts with, or uses the object without first speaking the bell's command word, it rings for 5 minutes or until you touch it and speak the command word again. The ringing is audible 100 feet away. If a creature takes an action to cut the bindings holding the bell onto the object, the bell ceases ringing 1 round after being released from the object.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "common", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "clarifying-goggles", "fields": {"name": "Clarifying Goggles", "desc": "These goggles contain a lens of slightly rippled blue glass that turns clear underwater. While wearing these goggles underwater, you don't have disadvantage on Wisdom (Perception) checks that rely on sight when peering through silt, murk, or other natural underwater phenomena that would ordinarily lightly obscure your vision. While wearing these goggles above water, your vision is lightly obscured.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "cleaning-concoction", "fields": {"name": "Cleaning Concoction", "desc": "This fresh-smelling, clear green liquid can cover a Medium or smaller creature or object (or matched set of objects, such as a suit of clothes or pair of boots). Applying the liquid takes 1 minute. It removes soiling, stains, and residue, and it neutralizes and removes odors, unless those odors are particularly pungent, such as in skunks or creatures with the Stench trait. Once the potion has cleaned the target, it evaporates, leaving the creature or object both clean and dry.", "document": 43, "page_no": null, "type": "Potion", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "cloak-of-coagulation", "fields": {"name": "Cloak of Coagulation", "desc": "While wearing this rust red cloak, your blood quickly clots. When you are subjected to an effect that causes additional damage on subsequent rounds due to bleeding, blood loss, or continual necrotic damage, such as a horned devil's tail attack or a sword of wounding, the effect ceases after a single round of damage. For example, if a stirge hits you with its proboscis, you take the initial damage, plus the damage from blood loss on the following round, after which the wound clots, the stirge detaches, and you take no further damage. The cloak doesn't prevent a creature from using such an attack or effect again; a horned devil or a stirge can attack you again, though the cloak will continue to stop any recurring effects after a single round.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "cloak-of-petals", "fields": {"name": "Cloak of Petals", "desc": "This delicate cloak is covered in an array of pink, purple, and yellow flowers. While wearing this cloak, you have advantage on Dexterity (Stealth) checks made to hide in areas containing flowering plants. The cloak has 3 charges. When a creature you can see targets you with an attack, you can use your reaction to expend 1 of its charges to release a shower of petals from the cloak. If you do so, the attacker has disadvantage on the attack roll. The cloak regains 1d3 expended charges daily at dawn.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "cloak-of-sails", "fields": {"name": "Cloak of Sails", "desc": "The interior of this simple, black cloak looks like white sailcloth. While wearing this cloak, you gain a +1 bonus to AC and saving throws. You lose this bonus while using the cloak's Sailcloth property.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "cloak-of-squirrels", "fields": {"name": "Cloak of Squirrels", "desc": "This wool brocade cloak features a repeating pattern of squirrel heads and tree branches. It has 3 charges and regains all expended charges daily at dawn. While wearing this cloak, you can use an action to expend 1 charge to cast the legion of rabid squirrels spell (see Deep Magic for 5th Edition) from it. You don't need to be in a forest to cast the spell from this cloak, as the squirrels come from within the cloak. When the spell ends, the swarm vanishes back inside the cloak.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "cloak-of-the-bearfolk", "fields": {"name": "Cloak of the Bearfolk", "desc": "While wearing this cloak, your Constitution score is 15, and you have proficiency in the Athletics skill. The cloak has no effect if you already have proficiency in this skill or if your Constitution score is already 15 or higher.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "cloak-of-the-eel", "fields": {"name": "Cloak of the Eel", "desc": "While wearing this rough, blue-gray leather cloak, you have a swimming speed of 40 feet. When you are hit with a melee weapon attack while wearing this cloak, you can use your reaction to generate a powerful electric charge. The attacker must succeed on a DC 13 Dexterity saving throw or take 2d6 lightning damage. The attacker has disadvantage on the saving throw if it hits you with a metal weapon. The cloak can't be used this way again until the next dawn.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "cloak-of-the-empire", "fields": {"name": "Cloak of the Empire", "desc": "This voluminous grey cloak has bright red trim and the sigil from an unknown empire on its back. The cloak is stiff and doesn't fold as easily as normal cloth. Whenever you are struck by a ranged weapon attack, you can use a reaction to reduce the damage from that attack by your Charisma modifier (minimum of 1).", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "cloak-of-the-inconspicuous-rake", "fields": {"name": "Cloak of the Inconspicuous Rake", "desc": "This cloak is spun from simple gray wool and closed with a plain, triangular copper clasp. While wearing this cloak, you can use a bonus action to make yourself forgettable for 5 minutes. A creature that sees you must make a DC 15 Intelligence saving throw as soon as you leave its sight. On a failure, the witness remembers seeing a person doing whatever you did, but it doesn't remember details about your appearance or mannerisms and can't accurately describe you to another. Creatures with truesight aren't affected by this cloak. The cloak can't be used this way again until the next dawn.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "cloak-of-the-ram", "fields": {"name": "Cloak of the Ram", "desc": "While wearing this cloak, you can use an action to transform into a mountain ram (use the statistics of a giant goat). This effect works like the polymorph spell, except you retain your Intelligence, Wisdom, and Charisma scores. You can use an action to transform back into your original form. Each time you transform into a ram in a single day, you retain the hit points you had the last time you transformed. If you were reduced to 0 hit points the last time you were a ram, you can't become a ram again until the next dawn.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "cloak-of-the-rat", "fields": {"name": "Cloak of the Rat", "desc": "While wearing this gray garment, you have a +5 bonus to your passive Wisdom (Perception) score.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "cloak-of-wicked-wings", "fields": {"name": "Cloak of Wicked Wings", "desc": "From a distance, this long, black cloak appears to be in tatters, but a closer inspection reveals that it is sewn from numerous scraps of cloth and shaped like bat wings. While wearing this cloak, you can use your action to cast polymorph on yourself, transforming into a swarm of bats. While in the form of a swarm of bats, 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. If you are a druid with the Wild Shape feature, this transformation instead lasts as long as your Wild Shape lasts. The cloak can't be used this way again until the next dawn.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "clockwork-gauntlet", "fields": {"name": "Clockwork Gauntlet", "desc": "This metal gauntlet has a steam-powered ram built into the greaves. It has 3 charges and regains 1d3 expended charges daily at dawn. While wearing the gauntlet, you can expend 1 charge as a bonus action to force the ram in the gauntlets to slam a creature within 5 feet of you. The ram thrusts out from the gauntlet and makes its attack with a +5 bonus. On a hit, the target takes 2d8 bludgeoning damage, and it must succeed on a DC 13 Constitution saving throw or be stunned until the end of its next turn.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "clockwork-hand", "fields": {"name": "Clockwork Hand", "desc": "A beautiful work of articulate brass, this prosthetic clockwork hand (or hands) can't be worn if you have both of your hands. While wearing this hand, you gain a +2 bonus to damage with melee weapon attacks made with this hand or weapons wielded in this hand.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "clockwork-hare", "fields": {"name": "Clockwork Hare", "desc": "Gifted by a deity of time and clockwork, these simple-seeming trinkets portend some momentous event. The figurine resembles a hare with a clock in its belly. You can use an action to press the ears down and activate the clock, which spins chaotically. The hare emits a field of magic in a 30- foot radius from it for 1 hour. The field moves with the hare, remaining centered on it. While within the field, you and up to 5 willing creatures of your choice exist outside the normal flow of time, and all other creatures and objects are frozen in time. If an affected creature moves outside the field, the creature immediately becomes frozen in time until it is in the field again. The field ends early if an affected creature attacks, touches, alters, or has any other physical or magical impact on a creature, or an object being worn or carried by a creature, that is frozen in time. When the field ends, the figurine turns into a nonmagical, living white hare that goes bounding off into the distance, never to be seen again.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "legendary", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "clockwork-mace-of-divinity", "fields": {"name": "Clockwork Mace of Divinity", "desc": "This clockwork mace is composed of several different metals. While attuned to this magic weapon, you have proficiency with it. As a bonus action, you can command the mace to transform into a trident. When you hit with an attack using this weapon's trident form, the target takes an extra 1d6 radiant damage.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "clockwork-mynah-bird", "fields": {"name": "Clockwork Mynah Bird", "desc": "This mechanical brass bird is nine inches long from the tip of its beak to the end of its tail, and it can become active for up to 12 hours. Once it has been used, it can't be used again until 2 days have passed. If you use your action to speak the first command word (\u201clisten\u201d in Ignan), it cocks its head and listens intently to all nearby sounds with a passive Wisdom (Perception) of 17 for up to 10 minutes. When you give the second command word (\u201cspeak\u201d), it repeats back what it heard in a metallic-sounding\u2014though reasonably accurate\u2014portrayal of the sounds. You can use the clockwork mynah bird to relay sounds and conversations it has heard to others. As an action, you can command the mynah to fly to a location it has previously visited within 1 mile. It waits at the location for up to 1 hour for someone to command it to speak. At the end of the hour or after it speaks its recording, it returns to you. The clockwork mynah bird has an Armor Class of 14, 5 hit points, and a flying speed of 50 feet.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "clockwork-pendant", "fields": {"name": "Clockwork Pendant", "desc": "This pendant resembles an ornate, miniature clock and has 3 charges. While holding this pendant, you can expend 1 charge as an action to cast the blur, haste, or slow spell (save DC 15) from it. The spell's duration changes to 3 rounds, and it doesn't require concentration. You can have only one spell active at a time. If you cast another, the previous spell effect ends. It regains 1d3 expended charges daily at dawn. If the pendant is destroyed (AC 14, 15 hit points) while it has 3 charges, it creates a temporal distortion for 1d4 rounds. For the duration, each creature and object that enters or starts its turn within 10 feet of the pendant has immunity to all damage, all spells, and all other physical or magical effects but is otherwise able to move and act normally. If a creature moves further than 10 feet from the pendant, these effects end for it. At the end of the duration, the pendant crumbles to dust.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "clockwork-rogue-ring", "fields": {"name": "Clockwork Rogue Ring", "desc": "Made by kobold clockwork mages, this brass clockwork ring is formed to look like a coiled dragon. When you speak or whisper the Draconic command word etched on the inside of the ring, the brass dragon uncoils and attempts to pick any lock within 10 feet of you. The dragon picks the lock using your proficiency bonus but with advantage. It is treated as having thieves' tools when attempting to pick locks. It uses your Dexterity (Stealth) bonus for purposes of not being spotted but with advantage due to its extremely small size. Whether successful or not, once you have used the ring to attempt to pick a lock, it can't be used again until the next sunset.", "document": 43, "page_no": null, "type": "Ring", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "clockwork-spider-cloak", "fields": {"name": "Clockwork Spider Cloak", "desc": "This hooded cloak is made from black spider silk and has thin brass ribbing stitched on the inside. It has 3 charges. While wearing the cloak, you gain a +2 bonus on Dexterity (Stealth) checks. As an action, you can expend 1 charge to animate the brass ribs into articulated spider legs 1 inch thick and 6 feet long for 1 minute. You can use the charges in succession. The spider legs allow you to climb at your normal walking speed, and you double your proficiency bonus and gain advantage on any Strength (Athletics) checks made for slippery or difficult surfaces. The cloak regains 1d3 charges each day at sunset.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "coffer-of-memory", "fields": {"name": "Coffer of Memory", "desc": "This small golden box resembles a jewelry box and is easily mistaken for a common trinket. When attuned to the box, its owner can fill the box with mental images of important events lasting no more than 1 minute each. Any number of memories can be stored this way. These images are similar to a slide show from the bearer's point of view. On a command from its owner, the box projects a mental image of a requested memory so that whoever is holding the box at that moment can see it. If a coffer of memory is found with memories already stored inside it, a newly-attuned owner can view a randomly-selected stored memory with a successful DC 15 Charisma check.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "collar-of-beast-armor", "fields": {"name": "Collar of Beast Armor", "desc": "This worked leather collar has stitching in the shapes of various animals. While a beast wears this collar, its base AC becomes 13 + its Dexterity modifier. It has no effect if the beast's base AC is already 13 or higher. This collar affects only beasts, which can include a creature affected by the polymorph spell or a druid assuming a beast form using Wild Shape.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "comfy-slippers", "fields": {"name": "Comfy Slippers", "desc": "While wearing the slippers, your feet feel warm and comfortable, no matter what the ambient temperature.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "commanders-helm", "fields": {"name": "Commander's Helm", "desc": "This helmet sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The type of light given off by the helm depends on the aesthetic desired by its creator. Some are surrounded in a wreath of hellish (though illusory) flames, while others give off a soft, warm halo of white or golden light. You can use an action to start or stop the light. While wearing the helm, you can use an action to make your voice loud enough to be heard clearly by anyone within 300 feet of you until the end of your next turn.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "commanders-plate", "fields": {"name": "Commander's Plate", "desc": "This armor is typically emblazoned or decorated with imagery of lions, bears, griffons, eagles, or other symbols of bravery and courage. While wearing this armor, your voice can be clearly heard by all friendly creatures within 300 feet of you if you so choose. Your voice doesn't carry in areas where sound is prevented, such as in the area of the silence spell. Each friendly creature that can see or hear you has advantage on saving throws against being frightened. You can use a bonus action to rally a friendly creature that can see or hear you. The target gains a +1 bonus to attack or damage rolls on its next turn. Once you have rallied a creature, you can't rally that creature again until it finishes a long rest.", "document": 43, "page_no": null, "type": "Armor", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "commanders-visage", "fields": {"name": "Commander's Visage", "desc": "This golden mask resembles a stern face, glowering at the world. While wearing this mask, you have advantage on saving throws against being frightened. The mask has 7 charges for the following properties, and it regains 1d6 + 1 expended charges daily at midnight.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "very rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "commoners-veneer", "fields": {"name": "Commoner's Veneer", "desc": "When you wear this simple, homespun scarf around your neck or head, it casts a minor glamer over you that makes you blend in with the people around you, avoiding notice. When in an area containing 25 or more humanoids, such as a city street, market place, or other public locale, Wisdom (Perception) checks to spot you amid the crowd have disadvantage. This item's power only works for creatures of the humanoid type or those using magic to take on a humanoid form.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "common", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "communal-flute", "fields": {"name": "Communal Flute", "desc": "This flute is carved with skulls and can be used as a spellcasting focus. If you spend 10 minutes playing the flute over a dead creature, you can cast the speak with dead spell from the flute. The flute can't be used this way again until the next dawn.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "companions-broth", "fields": {"name": "Companion's Broth", "desc": "Developed by wizards with an interest in the culinary arts, this simple broth mends the wounds of companion animals and familiars. When a beast or familiar consumes this broth, it regains 2d4 + 2 hit points. Alternatively, you can mix a flower petal into the broth, and the beast or familiar gains 2d4 temporary hit points for 8 hours instead.", "document": 43, "page_no": null, "type": "Potion", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "constant-dagger", "fields": {"name": "Constant Dagger", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you roll a 20 on an attack roll made with this weapon, the target loses its resistance to bludgeoning, piercing, and slashing damage until the start of your next turn. If it has immunity to bludgeoning, piercing, and slashing damage, its immunity instead becomes resistance to such damage until the start of your next turn. If the creature doesn't have resistance or immunity to such damage, you roll your damage dice three times, instead of twice.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "consuming-rod", "fields": {"name": "Consuming Rod", "desc": "This bone mace is crafted from a humanoid femur. One end is carved to resemble a ghoulish face, its mouth open wide and full of sharp fangs. The mace has 8 charges, and it recovers 1d6 + 2 charges daily at dawn. You gain a +1 bonus to attack and damage rolls made with this magic mace. When it hits a creature, the mace's mouth stretches gruesomely wide and bites the target, adding 3 (1d6) piercing damage to the attack. As a reaction, you can expend 1 charge to regain hit points equal to the piercing damage dealt. Alternatively, you can use your reaction to expend 5 charges when you hit a Medium or smaller creature and force the mace to swallow the target. The target must succeed on a DC 15 Dexterity saving throw or be swallowed into an extra-dimensional space within the mace. While swallowed, the target is blinded and restrained, and it has total cover against attacks and other effects outside the mace. The target can still breathe. As an action, you can force the mace to regurgitate the creature, which falls prone in a space within 5 feet of the mace. The mace automatically regurgitates a trapped creature at dawn when it regains charges.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "very rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "coral-of-enchanted-colors", "fields": {"name": "Coral of Enchanted Colors", "desc": "This piece of dead, white brain coral glistens with a myriad of colors when placed underwater. While holding this coral underwater, you can use an action to cause a beam of colored light to streak from the coral toward a creature you can see within 60 feet of you. The target must make a DC 17 Constitution saving throw. The beam's color determines its effects, as described below. Each color can be used only once. The coral regains the use of all of its colors at the next dawn if it is immersed in water for at least 1 hour.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "legendary", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "cordial-of-understanding", "fields": {"name": "Cordial of Understanding", "desc": "When you drink this tangy, violet liquid, your mind opens to new forms of communication. For 1 hour, if you spend 1 minute listening to creatures speaking a particular language, you gain the ability to communicate in that language for the duration. This potion's magic can also apply to non-verbal languages, such as a hand signal-based or dance-based language, so long as you spend 1 minute watching it being used and have the appropriate anatomy and limbs to communicate in the language.", "document": 43, "page_no": null, "type": "Potion", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "corpsehunters-medallion", "fields": {"name": "Corpsehunter's Medallion", "desc": "This amulet is made from the skulls of grave rats or from scrimshawed bones of the ignoble dead. While wearing it, you have resistance to necrotic damage.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "countermelody-crystals", "fields": {"name": "Countermelody Crystals", "desc": "This golden bracelet is set with ten glistening crystal bangles that tinkle when they strike one another. When you must make a saving throw against being charmed or frightened, the crystals vibrate, creating an eerie melody, and you have advantage on the saving throw. If you fail the saving throw, you can choose to succeed instead by forcing one of the crystals to shatter. Once all ten crystals have shattered, the bracelet loses its magic and crumbles to powder.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "courtesans-allure", "fields": {"name": "Courtesan's Allure", "desc": "This perfume has a sweet, floral scent and captivates those with high social standing. The perfume can cover one Medium or smaller creature, and applying it takes 1 minute. For 1 hour, the affected creature gains a +5 bonus to Charisma checks made to socially interact with or influence nobles, politicians, or other individuals with high social standing.", "document": 43, "page_no": null, "type": "Potion", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "crab-gloves", "fields": {"name": "Crab Gloves", "desc": "These gloves are shaped like crab claws but fit easily over your hands. While wearing these gloves, you can take the Attack action to make two melee weapon attacks with the claws. You are proficient with the claws. Each claw has a reach of 5 feet and deals bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you hit a creature of your size or smaller using a claw, you automatically grapple the creature with the claw. You can have no more than two creatures grappled in this way at a time. While grappling a target with a claw, you can't attack other creatures with that claw. While wearing the gloves, you have disadvantage on Charisma and Dexterity checks, but you have advantage on checks while operating an apparatus of the crab and on attack rolls with the apparatus' claws. In addition, you can't wield weapons or a shield, and you can't cast a spell that has a somatic component. A creature with an Intelligence of 8 or higher that has two claws can wear these gloves. If it does so, it has two appropriately sized humanoid hands instead of claws. The creature can wield weapons with the hands and has advantage on Dexterity checks that require fine manipulation. Pulling the gloves on or off requires an action.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "cravens-heart", "fields": {"name": "Craven's Heart", "desc": "This leathery mass of dried meat was once a humanoid heart, taken from an individual that died while experiencing great terror. You can use an action to whisper a command word and hurl the heart to the ground, where it revitalizes and begins to beat rapidly and loudly for 1 minute. Each creature withing 30 feet of the heart has disadvantage on saving throws against being frightened. At the end of the duration, the heart bursts from the strain and is destroyed. The heart can be attacked and destroyed (AC 11; hp 3; resistance to bludgeoning damage). If the heart is destroyed before the end if its duration, each creature within 30 feet of the heart must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. This bugbear necromancer was once the henchman of an accomplished practitioner of the dark arts named Varrus. She started as a bodyguard and tough, but her keen intellect caught her master's attention. He eventually took her on as an apprentice. Moxug is fascinated with fear, and some say she doesn't eat but instead sustains herself on the terror of her victims. She eventually betrayed Varrus, sabotaging his attempt to become a lich, and luxuriated in his fear as he realized he would die rather than achieve immortality. According to rumor, the first craven's heart she crafted came from the body of her former master.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "crawling-cloak", "fields": {"name": "Crawling Cloak", "desc": "This unusual cloak is made of many overlapping, broad strips of thick cloth.\nCrawling Cloak (Common). When you are prone, you can animate the cloak and have it pull you along the ground, allowing you to ignore the extra movement cost for crawling. You can still only move up to your normal movement rate and can\u2019t stand up from prone unless you still have at least half your movement remaining after moving.\n\nSturdy Crawling Cloak (Uncommon). This more powerful version of the crawling cloak also allows you to use the prehensile strips of the cloak to climb, giving you a climbing speed of 20 feet. If you already have a climbing speed, the cloak increases that speed by 10 feet. When using the cloak, you can keep your hands free while climbing.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "varies", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "crimson-carpet", "fields": {"name": "Crimson Carpet", "desc": "This rolled bundle of red felt is 3-feet long and 1-foot wide, and it weighs 10 pounds. You can use an action to speak the carpet's command word to cause it to unroll, creating a horizontal walking surface or bridge up to 10 feet wide, up to 60 feet long, and 1/4 inch thick. The carpet doesn't need to be anchored and can hover. The carpet has immunity to all damage and isn't affected by the dispel magic spell. The disintegrate spell destroys the carpet. The carpet remains unrolled until you use an action to repeat the command word, causing it to roll up again. When you do so, the carpet can't be unrolled again until the next dawn.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "crimson-starfall-arrow", "fields": {"name": "Crimson Starfall Arrow", "desc": "This arrow is a magic weapon powered by the sacrifice of your own life energy and explodes upon impact. If you hit a creature with this arrow, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and each creature within 10 feet of the target, including the target, must make a DC 15 Dexterity saving throw, taking necrotic damage equal to the hit points you lost on a failed save, or half as much damage on a successful one. You can't use this feature of the arrow if you don't have blood. Hit Dice spent on this arrow's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", "document": 43, "page_no": null, "type": "Ammunition", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "crocodile-armor", "fields": {"name": "Crocodile Armor", "desc": "While wearing this armor fashioned from crocodile skin, you gain a +1 bonus to AC. In addition, you can hold your breath for 15 minutes, and you have a swimming speed equal to your walking speed.", "document": 43, "page_no": null, "type": "Armor", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "crook-of-the-flock", "fields": {"name": "Crook of the Flock", "desc": "This plain crook is made of smooth, worn lotus wood and is warm to the touch.", "document": 43, "page_no": null, "type": "Rod", "rarity": "very rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "crown-of-the-pharaoh", "fields": {"name": "Crown of the Pharaoh", "desc": "The swirling gold bands of this crown recall the shape of desert dunes, and dozens of tiny emeralds, rubies, and sapphires nest among the skillfully forged curlicues. While wearing the crown, you gain the following benefits: Your Intelligence score is 25. This crown has no effect on you if your Intelligence is already 25 or higher. You have a flying speed equal to your walking speed. While you are wearing no armor and not wielding a shield, your Armor Class equals 16 + your Dexterity modifier.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "legendary", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "crusaders-shield", "fields": {"name": "Crusader's Shield", "desc": "A bronze boss is set in the center of this round shield. When you attune to the shield, the boss changes shape, becoming a symbol of your divine connection: a holy symbol for a cleric or paladin or an engraving of mistletoe or other sacred plant for a druid. You can use the shield as a spellcasting focus for your spells.", "document": 43, "page_no": null, "type": "Armor", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "crystal-staff", "fields": {"name": "Crystal Staff", "desc": "Carved from a single piece of solid crystal, this staff has numerous reflective facets that produce a strangely hypnotic effect. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: color spray (1 charge), confound senses* (3 charges), confusion (4 charges), hypnotic pattern (3 charges), jeweled fissure* (3 charges), prismatic ray* (5 charges), or prismatic spray (7 charges). Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition. At the GM's discretion, spells from Deep Magic for 5th Edition can be replaced with other spells of similar levels and similarly related to light or confusion. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the crystal shatters, destroying the staff and dealing 2d6 piercing damage to each creature within 10 feet of it.", "document": 43, "page_no": null, "type": "Staff", "rarity": "very rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "dagger-of-the-barbed-devil", "fields": {"name": "Dagger of the Barbed Devil", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. You can use an action to cause sharp, pointed barbs to sprout from this blade. The barbs remain for 1 minute. When you hit a creature while the barbs are active, the creature must succeed on a DC 15 Dexterity saving throw or a barb breaks off into its flesh and the dagger loses its barbs. At the start of each of its turns, a creature with a barb in its flesh must make a DC 15 Constitution saving throw. On a failure, it has disadvantage on attack rolls and ability checks until the start of its next turn as it is wracked with pain. The barb remains until a creature uses its action to remove the barb, dealing 1d4 piercing damage to the barbed creature. Once you cause barbs to sprout from the dagger, you can't do so again until the next dawn.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "dancing-caltrops", "fields": {"name": "Dancing Caltrops", "desc": "After you pour these magic caltrops out of the bag into an area, you can use a bonus action to animate them and command them to move up to 10 feet to occupy a different square area that is 5 feet on a side.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "common", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "dancing-floret", "fields": {"name": "Dancing Floret", "desc": "This 2-inch-long plant has a humanoid shape, and a large purple flower sits at the top of the plant on a short, neck-like stalk. Small, serrated thorns on its arms and legs allow it to cling to your clothing, and it most often dances along your arm or across your shoulders. While attuned to the floret, you have proficiency in the Performance skill, and you double your proficiency bonus on Charisma (Performance) checks made while dancing. The floret has 3 charges for the following other properties. The floret regains 1d3 expended charges daily at dawn.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "dancing-ink", "fields": {"name": "Dancing Ink", "desc": "This ink is favored by merchants for eye-catching banners and by toy makers for scrolls and books for children. Typically found in 1d4 pots, this ink allows you to draw an illustration that moves about the page where it was drawn, whether that is an illustration of waves crashing against a shore along the bottom of the page or a rabbit leaping over the page's text. The ink wears away over time due to the movement and fades from the page after 2d4 weeks. The ink moves only when exposed to light, and some long-forgotten tomes have been opened to reveal small, moving illustrations drawn by ancient scholars. One pot can be used to fill 25 pages of a book or a similar total area for larger banners.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "dastardly-quill-and-parchment", "fields": {"name": "Dastardly Quill and Parchment", "desc": "Favored by spies, this quill and parchment are magically linked as long as both remain on the same plane of existence. When a creature writes or draws on any surface with the quill, that writing or drawing appears on its linked parchment, exactly as it would appear if the writer was writing or drawing on the parchment with black ink. This effect doesn't prevent the quill from being used as a standard quill on a nonmagical piece of parchment, but this written communication is one-way, from quill to parchment. The quill's linked parchment is immune to all nonmagical inks and stains, and any magical messages written on the parchment disappear after 1 minute and aren't conveyed to the creature holding the quill. The parchment is approximately 9 inches wide by 13 inches long. If the quill's writing exceeds the area of the parchment, the older writing fades from the top of the sheet, replaced by the newer writing. Otherwise, the quill's writing remains on the parchment for 24 hours, after which time all writing fades from it. If either item is destroyed, the other item becomes nonmagical.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "dawn-shard", "fields": {"name": "Dawn Shard", "desc": "The blade of this magic weapon gleams with a faint golden shine, and the pommel is etched with a sunburst. As a bonus action, you can command the weapon to shed dim light out to 5 feet, to shed bright light out to 20 feet and dim light for an additional 20 feet, or to douse the light. The weapon deals an extra 1d6 radiant damage to any creature it hits. This increases to 2d6 radiant damage if the target is undead or a creature of shadow.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "deadfall-arrow", "fields": {"name": "Deadfall Arrow", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic arrow. On a hit, the arrow transforms into a 10-foot-long wooden log centered on the target, destroying the arrow. The target and each creature in the log's area must make a DC 15 Dexterity saving throw. On a failure, a creature takes 3d6 bludgeoning damage and is knocked prone and restrained under the log. On a success, a creature takes half the damage and isn't knocked prone or restrained. A restrained creature can take its action to free itself by succeeding on a DC 15 Strength check. The log lasts for 1 minute then crumbles to dust, freeing those restrained by it.", "document": 43, "page_no": null, "type": "Ammunition", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "deaths-mirror", "fields": {"name": "Death's Mirror", "desc": "Made from woven lead and silver, this ring fits only on the hand's smallest finger. As the moon is a dull reflection of the sun's glory, so too is the power within this ring merely an imitation of the healing energies that can bestow true life. The ring has 3 charges and regains all expended charges daily at dawn. While wearing the ring, you can expend 1 charge as a bonus action to gain 5 temporary hit points for 1 hour.", "document": 43, "page_no": null, "type": "Ring", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "decoy-card", "fields": {"name": "Decoy Card", "desc": "This small, thick, parchment card displays an accurate portrait of the person carrying it. You can use an action to toss the card on the ground at a point within 10 feet of you. An illusion of you forms over the card and remains until dispelled. The illusion appears real, but it can do no harm. While you are within 120 feet of the illusion and can see it, you can use an action to make it move and behave as you wish, as long as it moves no further than 10 feet from the card. Any physical interaction with your illusory double reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect your illusory double identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The illusion lasts until the card is moved or the illusion is dispelled. When the illusion ends, the card's face becomes blank, and the card becomes nonmagical.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "deepchill-orb", "fields": {"name": "Deepchill Orb", "desc": "This fist-sized sphere of blue quartz emits cold. If placed in a container with a capacity of up to 5 cubic feet, it keeps the internal temperature of the container at a consistent 40 degrees Fahrenheit. This can keep liquids chilled, preserve cooked foods for up to 1 week, raw meats for up to 3 days, and fruits and vegetables for weeks. If you hold the orb without gloves or other insulating method, you take 1 cold damage each minute you hold it. At the GM's discretion, the orb's cold can be applied to other uses, such as keeping it in contact with a hot item to cool down the item enough to be handled, wrapping it and using it as a cooling pad to bring down fever or swelling, or similar.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "deserters-boots", "fields": {"name": "Deserter's Boots", "desc": "While you wear these boots, your walking speed increases by 10 feet, and you gain a +1 bonus to Dexterity saving throws.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "devil-shark-mask", "fields": {"name": "Devil Shark Mask", "desc": "When you wear this burgundy face covering, it transforms your face into a shark-like visage, and the mask sprouts wicked horns. While wearing this mask, 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 1d8 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. You gain a +1 bonus to attack and damage rolls with this magic bite. In addition, you have advantage on Charisma (Intimidation) checks while wearing this mask.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "devilish-doubloon", "fields": {"name": "Devilish Doubloon", "desc": "This gold coin bears the face of a leering devil on the obverse. If it is placed among other coins, it changes its appearance to mimic its neighbors, doing so over the course of 1 hour. This is a purely cosmetic change, and it returns to its original appearance when grasped by a creature with an Intelligence of 5 or higher. You can use a bonus action to toss the coin up to 20 feet. When the coin lands, it transforms into a barbed devil. The devil vanishes after 1 hour or when it is reduced to 0 hit points. When the devil vanishes, the coin reappears in a collection of at least 20 gold coins elsewhere on the same plane where it vanished. The devil is friendly to you and your companions. Roll initiative for the devil, 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 devil, it defends itself from hostile creatures but otherwise takes no actions. If you are reduced to 0 hit points and the devil is still alive, it moves to your body and uses its action to grab your soul. You must succeed on a DC 15 Charisma saving throw or the devil steals your soul and you die. If the devil fails to grab your soul, it vanishes as if slain. If the devil grabs your soul, it uses its next action to transport itself back to the Hells, disappearing in a flash of brimstone. If the devil returns to the Hells with your soul, its coin doesn't reappear, and you can be restored to life only by means of a true resurrection or wish spell.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "very rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "devils-barb", "fields": {"name": "Devil's Barb", "desc": "This thin wand is fashioned from the fiendish quill of a barbed devil. While attuned to it, you have resistance to cold damage. The wand has 6 charges for the following properties. It regains 1d6 expended charges daily at dusk. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into cinders and is destroyed. Hurl Flame. While holding the wand, you can expend 2 charges as an action to hurl a ball of devilish flame at a target you can see within 150 feet of you. The target must succeed on a DC 15 Dexterity check or take 3d6 fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire. Devil's Sight. While holding the wand, you can expend 1 charge as an action to cast the darkvision spell on yourself. Magical darkness doesn't impede this darkvision.", "document": 43, "page_no": null, "type": "Wand", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "dimensional-net", "fields": {"name": "Dimensional Net", "desc": "Woven from the hair of celestials and fiends, this shimmering iridescent net can subdue and capture otherworldly creatures. You have a +1 bonus to attack rolls with this magic weapon. In addition to the normal effects of a net, this net prevents any Large or smaller aberration, celestial, or fiend hit by it from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. When such a creature is bound in this way, a creature must succeed on a DC 30 Strength (Athletics) check to free the bound creature. The net has immunity to damage dealt by the bound creature, but another creature can deal 20 slashing damage to the net and free the bound creature, ending the effect. The net has AC 15 and 30 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the net drops to 0 hit points, it is destroyed.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "dirgeblade", "fields": {"name": "Dirgeblade", "desc": "This weapon is an exquisitely crafted rapier set in a silver and leather scabbard. The blade glows a faint stormy blue and is encircled by swirling wisps of clouds. You gain a +3 bonus to attack and damage rolls made with this magic weapon. This weapon, when unsheathed, sheds dim blue light in a 20-foot radius. When you hit a creature with it, you can expend 1 Bardic Inspiration to impart a sense of overwhelming grief in the target. A creature affected by this grief must succeed on a DC 15 Wisdom saving throw or fall prone and become incapacitated by sadness until the end of its next turn. Once a month under an open sky, you can use a bonus action to speak this magic sword's command word and cause the sword to sing a sad dirge. This dirge conjures heavy rain (or snow in freezing temperatures) in the region for 2d6 hours. The precipitation falls in an X-mile radius around you, where X is equal to your level.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "legendary", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "dirk-of-daring", "fields": {"name": "Dirk of Daring", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. While holding the dagger, you have advantage on saving throws against being frightened.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "distracting-doubloon", "fields": {"name": "Distracting Doubloon", "desc": "This gold coin is plain and matches the dominant coin of the region. Typically, 2d6 distracting doubloons are found together. You can use an action to toss the coin up to 20 feet. The coin bursts into a flash of golden light on impact. Each creature within a 15-foot radius of where the coin landed must succeed on a DC 11 Wisdom saving throw or have disadvantage on Wisdom (Perception) checks made to perceive any creature or object other than the coin for 1 minute. If an affected creature takes damage, it can repeat the saving throw, ending the effect on itself on a success. At the end of the duration, the coin crumbles to dust and is destroyed.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "djinn-vessel", "fields": {"name": "Djinn Vessel", "desc": "A rough predecessor to the ring of djinni summoning and the ring elemental command, this clay vessel is approximately a foot long and half as wide. An iron stopper engraved with a rune of binding seals its entrance. If the vessel is empty, you can use an action to remove the stopper and cast the banishment spell (save DC 15) on a celestial, elemental, or fiend within 60 feet of you. At the end of the spell's duration, if the target is an elemental, it is trapped in this vessel. While trapped, the elemental can take no actions, but it is aware of occurrences outside of the vessel and of other djinn vessels. You can use an action to remove the vessel's stopper and release the elemental the vessel contains. Once released, the elemental acts in accordance with its normal disposition and alignment.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "doppelganger-ointment", "fields": {"name": "Doppelganger Ointment", "desc": "This ceramic jar contains 1d4 + 1 doses of a thick, creamy substance that smells faintly of pork fat. The jar and its contents weigh 1/2 a pound. Applying a single dose to your body takes 1 minute. For 24 hours or until it is washed off with an alcohol solution, you can change your appearance, as per the Change Appearance option of the alter self spell. For the duration, you can use a bonus action to return to your normal form, and you can use an action to return to the form of the mimicked creature. If you add a piece of a specific creature (such as a single hair, nail paring, or drop of blood), the ointment becomes more powerful allowing you to flawlessly imitate that creature, as long as its body shape is humanoid and within one size category of your own. While imitating that creature, you have advantage on Charisma checks made to convince others you are that specific creature, provided they didn't see you change form.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "dragonstooth-blade", "fields": {"name": "Dragonstooth Blade", "desc": "This razor-sharp blade, little more than leather straps around the base of a large tooth, still carries the power of a dragon. This weapon's properties are determined by the type of dragon that once owned this tooth. The GM chooses the dragon type or determines it randomly from the options below. When you hit with an attack using this magic sword, the target takes an extra 1d6 damage of a type determined by the kind of dragon that once owned the tooth. In addition, you have resistance to the type of damage associated with that dragon. | d6 | Damage Type | Dragon Type |\n| --- | ----------- | ------------------- |\n| 1 | Acid | Black or Copper |\n| 2 | Fire | Brass, Gold, or Red |\n| 3 | Poison | Green |\n| 4 | Lightning | Blue or Bronze |\n| 5 | Cold | Silver or White |\n| 6 | Necrotic | Undead |", "document": 43, "page_no": null, "type": "Weapon", "rarity": "very rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "draught-of-ambrosia", "fields": {"name": "Draught of Ambrosia", "desc": "The liquid in this tiny vial is golden and has a heady, floral scent. When you drink the draught, it fortifies your body and mind, removing any infirmity caused by old age. You stop aging and are immune to any magical and nonmagical aging effects. The magic of the ambrosia lasts ten years, after which time its power fades, and you are once again subject to the ravages of time and continue aging.", "document": 43, "page_no": null, "type": "Potion", "rarity": "legendary", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "draught-of-the-black-owl", "fields": {"name": "Draught of the Black Owl", "desc": "When you drink this potion, you transform into a black-feathered owl for 1 hour. This effect works like the polymorph spell, except you can take only the form of an owl. While you are in the form of an owl, you retain your Intelligence, Wisdom, and Charisma scores. If you are a druid with the Wild Shape feature, you can transform into a giant owl instead. Drinking this potion doesn't expend a use of Wild Shape.", "document": 43, "page_no": null, "type": "Potion", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "dread-scarab", "fields": {"name": "Dread Scarab", "desc": "The abdomen of this beetleshaped brooch is decorated with the grim semblance of a human skull. If you hold it in your hand for 1 round, an Abyssal inscription appears on its surface, revealing its magical nature. While wearing this brooch, you gain the following benefits:\n- You have advantage on saving throws against spells.\n- The scarab has 9 charges. If you fail a saving throw against a conjuration spell or a harmful effect originating from a celestial creature, you can use your reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into dust and is destroyed when its last charge is expended.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "very rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "dust-of-desiccation", "fields": {"name": "Dust of Desiccation", "desc": "This small packet contains soot-like dust. There is enough of it for one use. When you use an action to blow the choking dust from your palm, each creature in a 30-foot cone must make a DC 15 Dexterity saving throw, taking 3d10 necrotic damage on a failed save, or half as much damage on a successful one. A creature that fails this saving throw can't speak until the end of its next turn as it chokes on the dust. Alternatively, you can use an action to throw the dust into the air, affecting yourself and each creature within 30 feet of you with the dust.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "dust-of-muffling", "fields": {"name": "Dust of Muffling", "desc": "You can scatter this fine, silvery-gray dust on the ground as an action, covering a 10-foot-square area. There is enough dust in one container for up to 5 uses. When a creature moves over an area covered in the dust, it has advantage on Dexterity (Stealth) checks to remain unheard. The effect remains until the dust is swept up, blown away, or tracked away by the traffic of eight or more creatures passing through the area.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "dust-of-the-dead", "fields": {"name": "Dust of the Dead", "desc": "This stoppered vial is filled with dust and ash. There is enough of it for one use. When you use an action to sprinkle the dust on a willing humanoid, the target falls into a death-like slumber for 8 hours. While asleep, the target appears dead to all mundane and magical means, but spells that target the dead, such as the speak with dead spell, fail when used on the target. The cause of death is not evident, though any wounds the target has taken remain visible. If the target takes damage while asleep, it has resistance to the damage. If the target is reduced to below half its hit points while asleep, it must succeed on a DC 15 Constitution saving throw to wake up. If the target is reduced to 5 hit points or fewer while asleep, it wakes up. If the target is unwilling, it must succeed on a DC 11 Constitution saving throw to avoid the effect of the dust. A sleeping creature is considered an unwilling target.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "eagle-cape", "fields": {"name": "Eagle Cape", "desc": "The exterior of this silk cape is lined with giant eagle feathers. When you fall while wearing this cape, you descend 60 feet per round, take no damage from falling, and always land on your feet. In addition, you can use an action to speak the cloak's command word. This turns the cape into a pair of eagle wings which give you a flying speed of 60 feet for 1 hour or until you repeat the command word as an action. When the wings revert back to a cape, you can't use the cape in this way again until the next dawn.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "very rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "earrings-of-the-agent", "fields": {"name": "Earrings of the Agent", "desc": "Aside from a minor difference in size, these simple golden hoops are identical to one another. Each hoop has 1 charge and provides a different magical effect. Each hoop regains its expended charge daily at dawn. You must be wearing both hoops to use the magic of either hoop.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "earrings-of-the-eclipse", "fields": {"name": "Earrings of the Eclipse", "desc": "These two cubes of smoked quartz are mounted on simple, silver posts. While you are wearing these earrings, you can take the Hide action while you are motionless in an area of dim light or darkness even when a creature can see you or when you have nothing to obscure you from the sight of a creature that can see you. If you are in darkness when you use the Hide action, you have advantage on the Dexterity (Stealth) check. If you move, attack, cast a spell, or do anything other than remain motionless, you are no longer hidden and can be detected normally.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "earrings-of-the-storm-oyster", "fields": {"name": "Earrings of the Storm Oyster", "desc": "The deep blue pearls forming the core of these earrings come from oysters that survive being struck by lightning. While wearing these earrings, you gain the following benefits:\n- You have resistance to lightning and thunder damage.\n- You can understand Primordial. When it is spoken, the pearls echo the words in a language you can understand, at a whisper only you can hear.\n- You can't be deafened.\n- You can breathe air and water. - As an action, you can cast the sleet storm spell (save DC 15) from the earrings. The earrings can't be used this way again until the next dawn.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "very rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "ebon-shards", "fields": {"name": "Ebon Shards", "desc": "These obsidian shards are engraved with words in Deep Speech, and their presence disquiets non-evil, intelligent creatures. The writing on the shards is obscure, esoteric, and possibly incomplete. The shards have 10 charges and give you access to a powerful array of Void magic spells. While holding the shards, you use an action to expend 1 or more of its charges to cast one of the following spells from them, using your spell save DC and spellcasting ability: living shadows* (5 charges), maddening whispers* (2 charges), or void strike* (3 charges). You can also use an action to cast the crushing curse* spell from the shards without using any charges. Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition. At the GM's discretion, spells from Deep Magic for 5th Edition can be replaced with other spells of similar levels and similarly related to darkness or madness. The shards regain 1d6 + 4 expended charges daily at dusk. Each time you use the ebon shards to cast a spell, you must succeed on a DC 12 Charisma saving throw or take 2d6 psychic damage.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "very rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "efficacious-eyewash", "fields": {"name": "Efficacious Eyewash", "desc": "This clear liquid glitters with miniscule particles of light. A bottle of this potion contains 6 doses, and its lid comes with a built-in dropper. You can use an action to apply 1 dose to the eyes of a blinded creature. The blinded condition is suppressed for 2d4 rounds. If the blinded condition has a duration, subtract those rounds from the total duration; if doing so reduces the overall duration to 0 rounds or less, then the condition is removed rather than suppressed. This eyewash doesn't work on creatures that are naturally blind, such as grimlocks, or creatures blinded by severe damage or removal of their eyes.", "document": 43, "page_no": null, "type": "Potion", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "eldritch-rod", "fields": {"name": "Eldritch Rod", "desc": "This bone rod is carved into the shape of twisting tendrils or tentacles. You can use this rod as an arcane focus. The rod has 3 charges and regains all expended charges daily at dawn. When you cast a spell that requires an attack roll and that deals damage while holding this rod, you can expend 1 of its charges as part of the casting to enhance that spell. If the attack hits, the spell also releases tendrils that bind the target, grappling it for 1 minute. At the start of each of your turns, the grappled target takes 1d6 damage of the same type dealt by the spell. At the end of each of its turns, the grappled target can make a Dexterity saving throw against your spell save DC, freeing itself from the tendrils on a success. The rod's magic can grapple only one target at a time. If you use the rod to grapple another target, the effect on the previous target ends.", "document": 43, "page_no": null, "type": "Rod", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "elemental-wraps", "fields": {"name": "Elemental Wraps", "desc": "These cloth arm wraps are decorated with elemental symbols depicting flames, lightning bolts, snowflakes, and similar. You have resistance to acid, cold, fire, lightning, or thunder damage while you wear these arm wraps. You choose the type of damage when you first attune to the wraps, and you can choose a different type of damage at the end of a short or long rest. The wraps have 10 charges. When you hit with an unarmed strike while wearing these wraps, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 damage of the type to which you have resistance. The wraps regain 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a 1d20. On a 1, the wraps unravel and fall to the ground, becoming nonmagical.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "very rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "elixir-of-corruption", "fields": {"name": "Elixir of Corruption", "desc": "This elixir looks, smells, and tastes like a potion of heroism; however, it is actually a poisonous elixir masked by illusion magic. An identify spell reveals its true nature. If you drink it, you must succeed on a DC 15 Constitution saving throw or be corrupted by the diabolical power within the elixir for 1 week. While corrupted, you lose immunity to diseases, poison damage, and the poisoned condition. If you aren't normally immune to poison damage, you instead have vulnerability to poison damage while corrupted. The corruption can be removed with greater restoration or similar magic.", "document": 43, "page_no": null, "type": "Potion", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "elixir-of-deep-slumber", "fields": {"name": "Elixir of Deep Slumber", "desc": "The milky-white liquid in this vial smells of jasmine and sandalwood. When you drink this potion, you fall into a deep sleep, from which you can't be physically awakened, for 1 hour. A successful dispel magic (DC 13) cast on you awakens you but cancels any beneficial effects of the elixir. When you awaken at the end of the hour, you benefit from the sleep as if you had finished a long rest.", "document": 43, "page_no": null, "type": "Potion", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "elixir-of-focus", "fields": {"name": "Elixir of Focus", "desc": "This deep amber concoction seems to glow with an inner light. When you drink this potion, you have advantage on the next ability check you make within 10 minutes, then the elixir's effect ends.", "document": 43, "page_no": null, "type": "Potion", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "elixir-of-mimicry", "fields": {"name": "Elixir of Mimicry", "desc": "When you drink this sweet, oily, black liquid, you can imitate the voice of a single creature that you have heard speak within the past 24 hours. The effects last for 3 minutes.", "document": 43, "page_no": null, "type": "Potion", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "elixir-of-oracular-delirium", "fields": {"name": "Elixir of Oracular Delirium", "desc": "This pearlescent fluid perpetually swirls inside its container with a slow kaleidoscopic churn. When you drink this potion, you can cast the guidance spell for 1 hour at will. You can end this effect early as an action and gain the effects of the augury spell. If you do, you are afflicted with short-term madness after learning the spell's results.", "document": 43, "page_no": null, "type": "Potion", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "elixir-of-spike-skin", "fields": {"name": "Elixir of Spike Skin", "desc": "Slivers of bone float in the viscous, gray liquid inside this vial. When you drink this potion, bone-like spikes protrude from your skin for 1 hour. Each time a creature hits you with a melee weapon attack while within 5 feet of you, it must succeed on a DC 15 Dexterity saving throw or take 1d4 piercing damage from the spikes. In addition, while you are grappling a creature or while a creature is grappling you, it takes 1d4 piercing damage at the start of your turn.", "document": 43, "page_no": null, "type": "Potion", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "elixir-of-the-clear-mind", "fields": {"name": "Elixir of the Clear Mind", "desc": "This cerulean blue liquid sits calmly in its flask even when jostled or shaken. When you drink this potion, you have advantage on Wisdom checks and saving throws for 1 hour. For the duration, if you fail a saving throw against an enchantment or illusion spell or similar magic effect, you can choose to succeed instead. If you do, you draw upon all the potion's remaining power, and its effects end immediately thereafter.", "document": 43, "page_no": null, "type": "Potion", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "elixir-of-the-deep", "fields": {"name": "Elixir of the Deep", "desc": "This thick, green, swirling liquid tastes like salted mead. For 1 hour after drinking this elixir, you can breathe underwater, and you can see clearly underwater out to a range of 60 feet. The elixir doesn't allow you to see through magical darkness, but you can see through nonmagical clouds of silt and other sedimentary particles as if they didn't exist. For the duration, you also have advantage on saving throws against the spells and other magical effects of fey creatures native to water environments, such as a Lorelei (see Tome of Beasts) or Water Horse (see Creature Codex).", "document": 43, "page_no": null, "type": "Potion", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "elixir-of-wakefulness", "fields": {"name": "Elixir of Wakefulness", "desc": "This effervescent, crimson liquid is commonly held in a thin, glass vial capped in green wax. When you drink this elixir, its effects last for 8 hours. While the elixir is in effect, you can't fall asleep by normal means. You have advantage on saving throws against effects that would put you to sleep. If you are affected by the sleep spell, your current hit points are considered 10 higher when determining the effects of the spell.", "document": 43, "page_no": null, "type": "Potion", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "elk-horn-rod", "fields": {"name": "Elk Horn Rod", "desc": "This rod is fashioned from elk or reindeer horn. As an action, you can grant a +1 bonus on saving throws against spells and magical effects to a target touched by the wand, including yourself. The bonus lasts 1 round. If you are holding the rod while performing the somatic component of a dispel magic spell or comparable magic, you have a +1 bonus on your spellcasting ability check.", "document": 43, "page_no": null, "type": "Rod", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "encouraging-armor", "fields": {"name": "Encouraging Armor", "desc": "While wearing this armor, you gain a +1 bonus to AC. In addition, each friendly creature within 10 feet of you that can see you gains a +1 bonus to attack rolls and saving throws. If you are a paladin with the Aura of Courage feature, this bonus increases to +2.", "document": 43, "page_no": null, "type": "Armor", "rarity": "very rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "enraging-ammunition", "fields": {"name": "Enraging Ammunition", "desc": "When you hit a creature with a ranged attack using this magical ammunition, the target must succeed on a DC 13 Wisdom saving throw or become enraged for 1 minute. On its turn, an enraged creature moves toward you by the most direct route, trying to get within 5 feet of you. It doesn't avoid opportunity attacks, but it moves around or avoids damaging terrain, such as lava or a pit. If the enraged creature is within 5 feet of you, it attacks you. An enraged creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", "document": 43, "page_no": null, "type": "Ammunition", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "ensnaring-ammunition", "fields": {"name": "Ensnaring Ammunition", "desc": "When you hit a creature with a ranged attack using this magical ammunition, the target takes only half the damage from the attack, and the target is restrained as the ammunition bursts into entangling strands that wrap around it. As an action, the restrained target can make a DC 13 Strength check, bursting the bonds on a success. The strands can also be attacked and destroyed (AC 10; hp 5; immunity to bludgeoning, poison, and psychic damage).", "document": 43, "page_no": null, "type": "Ammunition", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "entrenching-mattock", "fields": {"name": "Entrenching Mattock", "desc": "You gain a +1 to attack and damage rolls with this magic weapon. This bonus increases to +3 when you use the pick to attack a creature made of earth or stone, such as an earth elemental or stone golem. As a bonus action, you can slam the head of the pick into earth, sand, mud, or rock within 5 feet of you to create a wall of that material up to 30 feet long, 3 feet high, and 1 foot thick along that surface. The wall provides half cover to creatures behind it. The pick can't be used this way again until the next dawn.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "everflowing-bowl", "fields": {"name": "Everflowing Bowl", "desc": "This smooth, stone bowl feels especially cool to the touch. It holds up to 1 pint of water. When placed on the ground, the bowl magically draws water from the nearby earth and air, filling itself after 1 hour. In arid or desert environments, the bowl fills itself after 8 hours. The bowl never overflows itself.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "exsanguinating-blade", "fields": {"name": "Exsanguinating Blade", "desc": "This double-bladed dagger has an ivory hilt, and its gold pommel is shaped into a woman's head with ruby eyes and a fanged mouth opened in a scream. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you roll a 20 on an attack roll made with this weapon against a creature that has blood, the dagger gains 1 charge. The dagger can hold 1 charge at a time. You can use a bonus action to expend 1 charge from the dagger to cause one of the following effects: - You or a creature you touch with the blade regains 2d8 hit points. - The next time you hit a creature that has blood with this weapon, it deals an extra 2d8 necrotic damage.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "extract-of-dual-mindedness", "fields": {"name": "Extract of Dual-Mindedness", "desc": "This potion can be distilled only from a hormone found in the hypothalamus of a two-headed giant of genius intellect. For 1 minute after drinking this potion, you can concentrate on two spells at the same time, and you have advantage on Constitution saving throws made to maintain your concentration on a spell when you take damage.", "document": 43, "page_no": null, "type": "Potion", "rarity": "legendary", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "eye-of-horus", "fields": {"name": "Eye of Horus", "desc": "This gold and lapis lazuli amulet helps you determine reality from phantasms and trickery. While wearing it, you have advantage on saving throws against illusion spells and against being frightened.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "eye-of-the-golden-god", "fields": {"name": "Eye of the Golden God", "desc": "A shining multifaceted violet gem sits at the center of this fist-sized amulet. A beautifully forged band of platinum encircles the gem and affixes it to a well-made series of interlocking platinum chain links. The violet gem is warm to the touch. While wearing this amulet, you can't be frightened and you don't suffer from exhaustion. In addition, you always know which item within 20 feet of you is the most valuable, though you don't know its actual value or if it is magical. Each time you finish a long rest while attuned to this amulet, roll a 1d10. On a 1-3, you awaken from your rest with that many valuable objects in your hand. The objects are minor, such as copper coins, at first and progressively get more valuable, such as gold coins, ivory statuettes, or gemstones, each time they appear. Each object is always small enough to fit in a single hand and is never worth more than 1,000 gp. The GM determines the type and value of each object. Once the left eye of an ornate and magical statue of a pit fiend revered by a small cult of Mammon, this exquisite purple gem was pried from the idol by an adventurer named Slick Finnigan. Slick and his companions had taken it upon themselves to eradicate the cult, eager for the accolades they would receive for defeating an evil in the community. The loot they stood to gain didn't hurt either. After the assault, while his companions were busy chasing the fleeing members of the cult, Slick pocketed the gem, disfiguring the statue and weakening its power in the process. He was then attacked by a cultist who had managed to evade notice by the adventurers. Slick escaped with his life, and the gem, but was unable to acquire the second eye. Within days, the thief was finding himself assaulted by devils and cultists. He quickly offloaded his loot with a collection of merchants in town, including a jeweler who was looking for an exquisite stone to use in a piece commissioned by a local noble. Slick then set off with his pockets full of coin, happily leaving the devilish drama behind. This magical amulet attracts the attention of worshippers of Mammon, who can almost sense its presence and are eager to claim its power for themselves, though a few extremely devout members of the weakened cult wish to return the gem to its original place in the idol. Due to this, and a bit of bad luck, this amulet has changed hands many times over the decades.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "legendary", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "eyes-of-the-outer-dark", "fields": {"name": "Eyes of the Outer Dark", "desc": "These lenses are crafted of polished, opaque black stone. When placed over the eyes, however, they allow the wearer not only improved vision but glimpses into the vast emptiness between the stars. While wearing these lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, its range is extended by 60 feet. As an action, you can use the lenses to pierce the veils of time and space and see into the outer darkness. You gain the benefits of the foresight and true seeing spells for 10 minutes. If you activate this property and you aren't suffering from a madness, you take 3d8 psychic damage. Once used, this property of the lenses can't be used again until the next dawn.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "very rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "eyes-of-the-portal-masters", "fields": {"name": "Eyes of the Portal Masters", "desc": "While you wear these crystal lenses over your eyes, you can sense the presence of any dimensional portal within 60 feet of you and whether the portal is one-way or two-way. Once you have worn the eyes for 10 minutes, their magic ceases to function until the next dawn. Putting the lenses on or off requires an action.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "fanged-mask", "fields": {"name": "Fanged Mask", "desc": "This tribal mask is made of wood and adorned with animal fangs. Once donned, it melds to your face and causes fangs to sprout from your mouth. While wearing this mask, 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. If you already have a bite attack when you don and attune to this mask, your bite attack's damage dice double (for example, 1d4 becomes 2d4).", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "farhealing-bandages", "fields": {"name": "Farhealing Bandages", "desc": "This linen bandage is yellowed and worn with age. You can use an action wrap it around the appendage of a willing creature and activate its magic for 1 hour. While the target is within 60 feet of you and the bandage's magic is active, you can use an action to trigger the bandage, and the target regains 2d4 hit points. The bandage becomes inactive after it has restored 15 hit points to a creature or when 1 hour has passed. Once the bandage becomes inactive, it can't be used again until the next dawn. You can be attuned to only one farhealing bandage at a time.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "fear-eaters-mask", "fields": {"name": "Fear-Eater's Mask", "desc": "This painted, wooden mask bears the visage of a snarling, fiendish face. While wearing the mask, you can use a bonus action to feed on the fear of a frightened creature within 30 feet of you. The target must succeed on a DC 13 Wisdom saving throw or take 2d6 psychic damage. You regain hit points equal to the damage dealt. If you are not injured, you gain temporary hit points equal to the damage dealt instead. Once a creature has failed this saving throw, it is immune to the effects of this mask for 24 hours.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "fellforged-armor", "fields": {"name": "Fellforged Armor", "desc": "While wearing this steam-powered magic armor, you gain a +1 bonus to AC, your Strength score increases by 2, and you gain the ability to cast speak with dead as an action. As long as you remain cursed, you exude an unnatural aura, causing beasts with Intelligence 3 or less within 30 feet of you to be frightened. Once you have used the armor to cast speak with dead, you can't cast it again until the next dawn.", "document": 43, "page_no": null, "type": "Armor", "rarity": "very rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "ferrymans-coins", "fields": {"name": "Ferryman's Coins", "desc": "It is customary in many faiths to weight a corpse's eyes with pennies so they have a fee to pay the ferryman when he comes to row them across death's river to the afterlife. Ferryman's coins, though, ensure the body stays in the ground regardless of the spirit's destination. These coins, which feature a death's head on one side and a lock and chain on the other, prevent a corpse from being raised as any kind of undead. When you place two coins on a corpse's closed lids and activate them with a simple prayer, they can't be removed unless the person is resurrected (in which case they simply fall away), or someone makes a DC 15 Strength check to remove them. Yanking the coins away does no damage to the corpse.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "feysworn-contract", "fields": {"name": "Feysworn Contract", "desc": "This long scroll is written in flowing Elvish, the words flickering with a pale witchlight, and marked with the seal of a powerful fey or a fey lord or lady. When you use an action to present this scroll to a fey whose Challenge Rating is equal to or less than your level, the binding powers of the scroll compel it to listen to you. You can then attempt to strike a bargain with the fey, negotiating a service from it in exchange for a reward. The fey is under no compulsion to strike the bargain; it is compelled only to parley long enough for you to present a bargain and allow for negotiations. If you or your allies attack or otherwise attempt to harm the fey, the truce is broken, and the creature can act normally. If the fey refuses the offer, it is free to take any actions it wishes. Should you and the fey reach an agreement that is satisfactory to both parties, you must sign the agreement and have the fey do likewise (or make its mark, if it has no form of writing). The writing on the scroll changes to reflect the terms of the agreement struck. The magic of the charter holds both you and the fey to the agreement until its service is rendered and the reward paid, at which point the scroll fades into nothingness. Fey are notoriously clever folk, and while they must adhere to the letter of any bargains they make, they always look for any advantage in their favor. If either party breaks the bargain, that creature immediately takes 10d6 poison damage, and the charter is destroyed, ending the contract.", "document": 43, "page_no": null, "type": "Scroll", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "fiendish-charter", "fields": {"name": "Fiendish Charter", "desc": "This long scroll bears the mark of a powerful creature of the Lower Planes, whether an archduke of Hell, a demon lord of the Abyss, or some other powerful fiend or evil deity. When you use an action to present this scroll to a fiend whose Challenge Rating is equal to or less than your level, the binding powers of the scroll compel it to listen to you. You can then attempt to strike a bargain with the fiend, negotiating a service from it in exchange for a reward. The fiend is under no compulsion to strike the bargain; it is compelled only to parley long enough for you to present a bargain and allow for negotiations. If you or your allies attack or otherwise attempt to harm the fiend, the truce is broken, and the creature can act normally. If the fiend refuses the offer, it is free to take any actions it wishes. Should you and the fiend reach an agreement that is satisfactory to both parties, you must sign the charter in blood and have the fiend do likewise (or make its mark, if it has no form of writing). The writing on the scroll changes to reflect the terms of the agreement struck. The magic of the charter holds both you and the fiend to the agreement until its service is rendered and the reward paid, at which point the scroll ignites and burns into ash. The contract's wording should be carefully considered, as fiends are notorious for finding loopholes or adhering to the letter of the agreement to their advantage. If either party breaks the bargain, that creature immediately takes 10d6 necrotic damage, and the charter is destroyed, ending the contract.", "document": 43, "page_no": null, "type": "Scroll", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "figurehead-of-prowess", "fields": {"name": "Figurehead of Prowess", "desc": "A figurehead of prowess must be mounted on the bow of a ship for its magic to take effect. While mounted on a ship, the figurehead\u2019s magic affects the ship and every creature on the ship. A figurehead can be mounted on any ship larger than a rowboat, regardless if that ship sails the sea, the sky, rivers and lakes, or the sands of the desert. A ship can have only one figurehead mounted on it at a time. Most figureheads are always active, but some have properties that must be activated. To activate a figurehead\u2019s special property, a creature must be at the helm of the ship, referred to below as the \u201cpilot,\u201d and must use an action to speak the figurehead\u2019s command word. \nAlbatross (Uncommon). While this figurehead is mounted on a ship, the ship\u2019s pilot can double its proficiency bonus with navigator\u2019s tools when navigating the ship. In addition, the ship\u2019s pilot doesn\u2019t have disadvantage on Wisdom (Perception) checks that rely on sight when peering through fog, rain, dust storms, or other natural phenomena that would ordinarily lightly obscure the pilot\u2019s vision. \nBasilisk (Uncommon). While this figurehead is mounted on a ship, the ship\u2019s AC increases by 2. \nDragon Turtle (Very Rare). While this figurehead is mounted on a ship, each creature on the ship has resistance to fire damage, and the ship\u2019s damage threshold increases by 5. If the ship doesn\u2019t normally have a damage threshold, it gains a damage threshold of 5. \nKraken (Rare). While this figurehead is mounted on a ship, the pilot can animate all of the ship\u2019s ropes. If a creature on the ship uses an animated rope while taking the grapple action, the creature has advantage on the check. Alternatively, the pilot can command the ropes to move as if being moved by a crew, allowing a ship to dock or a sailing ship to sail without a crew. The pilot can end this effect as a bonus action. When the ship\u2019s ropes have been animated for a total of 10 minutes, the figurehead\u2019s magic ceases to function until the next dawn. \nManta Ray (Rare). While this figurehead is mounted on a ship, the ship\u2019s speed increases by half. For example, a ship with a speed of 4 miles per hour would have a speed of 6 miles per hour while this figurehead was mounted on it. \nNarwhal (Very Rare). While this figurehead is mounted on a ship, each creature on the ship has resistance to cold damage, and the ship can break through ice sheets without taking damage or needing to make a check. \nOctopus (Rare). This figurehead can be mounted only on ships designed for water travel. While this figurehead is mounted on a ship, the pilot can force the ship to dive beneath the water. The ship moves at its normal speed while underwater, regardless of its normal method of locomotion. Each creature on the ship remains on the ship and can breathe normally as long as the creature starts and ends its turn in contact with the ship. The pilot can end this effect as a bonus action, causing the ship to resurface at a rate of 60 feet per round. When the ship has spent a total of 1 hour underwater, the figurehead\u2019s magic ceases to function until the next dawn. \nSphinx (Legendary). This figurehead can be mounted only on a ship that isn\u2019t designed for air travel. While this figurehead is mounted on a ship, the pilot can command the ship to rise into the air. The ship moves at its normal speed while in the air, regardless of its normal method of locomotion. Each creature on the ship remains on the ship as long as the creature starts and ends its turn in contact with the ship. The pilot can end this effect as a bonus action, causing the ship to descend at a rate of 60 feet per round until it reaches land or water. When the ship has spent a total of 8 hours in the sky, the figurehead\u2019s magic ceases to function until the next dawn. \nXorn (Very Rare). This figurehead can be mounted only on a ship designed for land travel. While this figurehead is mounted on a ship, the pilot can force the ship to burrow into the earth. The ship moves at its normal speed while burrowing, regardless of its normal method of locomotion. The ship can burrow through nonmagical, unworked sand, mud, earth, and stone, and it doesn\u2019t disturb the material it moves through. Each creature on the ship remains on the ship and can breathe normally as long as the creature starts and ends its turn in contact with the ship. The pilot can end this effect as a bonus action, causing the ship to resurface at a rate of 60 feet per round. When the ship has spent a total of 1 hour burrowing, the figurehead\u2019s magic ceases to function until the next dawn.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "varies", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "firebird-feather", "fields": {"name": "Firebird Feather", "desc": "This feather sheds bright light in a 20-foot radius and dim light for an additional 20 feet, but it creates no heat and doesn't use oxygen. While holding the feather, you can tolerate temperatures as low as \u201350 degrees Fahrenheit. Druids and clerics and paladins who worship nature deities can use the feather as a spellcasting focus. If you use the feather in place of a holy symbol when using your Turn Undead feature, undead in the area have a \u20131 penalty on the saving throw.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "flag-of-the-cursed-fleet", "fields": {"name": "Flag of the Cursed Fleet", "desc": "This dreaded item is a black flag painted with an unsettlingly realistic skull. A spell or other effect that can sense the presence of magic, such as detect magic, reveals an aura of necromancy around the flag. Beasts with an Intelligence of 3 or lower don\u2019t willingly board a vessel where this flag flies. A successful DC 17 Wisdom (Animal Handling) check convinces an unwilling beast to board the vessel, though it remains uneasy and skittish while aboard. \nCursed Crew. When this baleful flag flies atop the mast of a waterborne vehicle, it curses the vessel and all those that board it. When a creature that isn\u2019t a humanoid dies aboard the vessel, it rises 1 minute later as a zombie under the ship captain\u2019s control. When a humanoid dies aboard the vessel, it rises 1 minute later as a ghoul under the ship captain\u2019s control. A ghoul retains any knowledge of sailing or maintaining a waterborne vehicle that it had in life. \nCursed Captain. If the ship flying this flag doesn\u2019t have a captain, the undead crew seeks out a powerful humanoid or intelligent undead to bring aboard and coerce into becoming the captain. When an undead with an Intelligence of 10 or higher boards the captainless vehicle, it must succeed on a DC 17 Wisdom saving throw or become magically bound to the ship and the flag. If the creature exits the vessel and boards it again, the creature must repeat the saving throw. The flag fills the captain with the desire to attack other vessels to grow its crew and commandeer larger vessels when possible, bringing the flag with it. If the flag is destroyed or removed from a waterborne vehicle for at least 7 days, the zombie and ghoul crew crumbles to dust, and the captain is freed of the flag\u2019s magic, if the captain was bound to it. \nUnholy Vessel. While aboard a vessel flying this flag, an undead creature has advantage on saving throws against effects that turn undead, and if it fails the saving throw, it isn\u2019t destroyed, no matter its CR. In addition, the captain and crew can\u2019t be frightened while aboard a vessel flying this flag. \nWhen a creature that isn\u2019t a construct or undead and isn\u2019t part of the crew boards the vessel, it must succeed on a DC 17 Constitution saving throw or be poisoned while it remains on board. If the creature exits the vessel and boards it again, the creature must repeat the saving throw.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "legendary", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "flash-bullet", "fields": {"name": "Flash Bullet", "desc": "When you hit a creature with a ranged attack using this shiny, polished stone, it releases a sudden flash of bright light. The target takes damage as normal and must succeed on a DC 11 Constitution saving throw or be blinded until the end of its next turn. Creatures with the Sunlight Sensitivity trait have disadvantage on this saving throw.", "document": 43, "page_no": null, "type": "Ammunition", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "flask-of-epiphanies", "fields": {"name": "Flask of Epiphanies", "desc": "This flask is made of silver and cherry wood, and it holds finely cut garnets on its faces. This ornate flask contains 5 ounces of powerful alcoholic spirits. As an action, you can drink up to 5 ounces of the flask's contents. You can drink 1 ounce without risk of intoxication. When you drink more than 1 ounce of the spirits as part of the same action, you must make a DC 12 Constitution saving throw (this DC increases by 1 for each ounce you imbibe after the second, to a maximum of DC 15). On a failed save, you are incapacitated for 1d4 hours and gain no benefits from consuming the alcohol. On a success, your Intelligence or Wisdom (your choice) increases by 1 for each ounce you consumed. Whether you fail or succeed, your Dexterity is reduced by 1 for each ounce you consumed. The effect lasts for 1 hour. During this time, you have advantage on all Intelligence (Arcana) and Inteligence (Religion) checks. The flask replenishes 1d3 ounces of spirits daily at dawn.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "legendary", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "fleshspurned-mask", "fields": {"name": "Fleshspurned Mask", "desc": "This mask features inhumanly sized teeth similar in appearance to the toothy ghost known as a Fleshspurned (see Tome of Beasts 2). It has a strap fashioned from entwined strands of sinew, and it fits easily over your face with no need to manually adjust the strap. While wearing this mask, you can use its teeth to make unarmed strikes. When you hit with it, the teeth deal necrotic damage equal to 1d6 + your Strength modifier, instead of bludgeoning damage normal for an unarmed strike. In addition, if the target has the Incorporeal Movement trait, you deal necrotic damage equal to 2d6 + your Strength modifier instead. Such targets don't have resistance or immunity to the necrotic damage you deal with this attack. If you kill a creature with your teeth, you gain temporary hit points equal to double the creature's challenge rating (minimum of 1).", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "flood-charm", "fields": {"name": "Flood Charm", "desc": "This smooth, blue-gray stone is carved with stylized waves or rows of wavy lines. When you are in water too deep to stand, the charm activates. You automatically become buoyant enough to float to the surface unless you are grappled or restrained. If you are unable to surface\u2014such as if you are grappled or restrained, or if the water completely fills the area\u2014the charm surrounds you with a bubble of breathable air that lasts for 5 minutes. At the end of the air bubble's duration, or when you leave the water, the charm's effects end and it becomes a nonmagical stone.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "flute-of-saurian-summoning", "fields": {"name": "Flute of Saurian Summoning", "desc": "This scaly, clawed flute has a musky smell, and it releases a predatory, screeching roar with reptilian overtones when blown. You must be proficient with wind instruments to use this flute. You can use an action to play the flute and conjure dinosaurs. This works like the conjure animals spell, except the animals you conjure must be dinosaurs or Medium or larger lizards. The dinosaurs remain for 1 hour, until they die, or until you dismiss them as a bonus action. The flute can't be used to conjure dinosaurs again until the next dawn.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "fly-whisk-of-authority", "fields": {"name": "Fly Whisk of Authority", "desc": "If you use an action to flick this fly whisk, you have advantage on Charisma (Intimidation) and Charisma (Persuasion) checks for 10 minutes. You can't use the fly whisk this way again until the next dawn.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "fog-stone", "fields": {"name": "Fog Stone", "desc": "This sling stone is carved to look like a fluffy cloud. Typically, 1d4 + 1 fog stones are found together. When you fire the stone from a sling, it transforms into a miniature cloud as it flies through the air, and it creates a 20-foot-radius sphere of fog centered on the target or point of impact. The sphere spreads around corners, and its area is heavily obscured. It lasts for 10 minutes or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.", "document": 43, "page_no": null, "type": "Ammunition", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "forgefire-hammer", "fields": {"name": "Forgefire Hammer", "desc": "The head of this weapon is shaped like an anvil, and engravings of fire and arcane runes decorate it. You can use a bonus action to speak this magic weapon's command word, causing its head to glow red-hot. While red-hot, the weapon deals an extra 1d6 fire damage to any target it hits. The weapon's anvil-like head remains red-hot until you use a bonus action to speak the command word again or until you drop or sheathe the weapon. When you roll a 20 on an attack roll made with this weapon against a target holding or wearing a metal object, such as a metal weapon or metal armor, the target takes an extra 1d4 fire damage and the metal object becomes red-hot for 1 minute. While the object is red-hot and the creature still wears or carries it, the creature takes 1d4 fire damage at the start of each of its turns.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "fountmail", "fields": {"name": "Fountmail", "desc": "This armor is a dazzling white suit of chain mail with an alabaster-colored steel collar that covers part of the face. You gain a +3 bonus to AC while you wear this armor. In addition, you gain the following benefits: - You add your Strength and Wisdom modifiers in addition to your Constitution modifier on all rolls when spending Hit Die to recover hit points. - You can't be frightened. - You have resistance to necrotic damage.", "document": 43, "page_no": null, "type": "Armor", "rarity": "legendary", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "freerunner-rod", "fields": {"name": "Freerunner Rod", "desc": "Tightly intertwined lengths of grass, bound by additional stiff, knotted blades of grass, form this rod, which is favored by plains-dwelling druids and rangers. While holding it and in grasslands, you leave behind no tracks or other traces of your passing, and you can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, beasts with an Intelligence of 3 or lower that are native to grasslands must succeed on a DC 15 Charisma saving throw to attack you. The rod has 10 charges, and it regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the rod collapses into a pile of grass seeds and is destroyed. Among the grass seeds are 1d10 berries, consumable as if created by the goodberry spell.", "document": 43, "page_no": null, "type": "Rod", "rarity": "very rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "frost-pellet", "fields": {"name": "Frost Pellet", "desc": "Fashioned from the stomach lining of a Devil Shark (see Creature Codex), this rubbery pellet is cold to the touch. When you consume the pellet, you feel bloated, and you are immune to cold damage for 1 hour. Once before the duration ends, you can expel a 30-foot cone of cold water. Each creature in the cone must make a DC 15 Constitution saving throw. On a failure, the creature takes 6d8 cold damage and is pushed 10 feet away from you. On a success, the creature takes half the damage and isn't pushed away.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "frostfire-lantern", "fields": {"name": "Frostfire Lantern", "desc": "While lit, the flame in this ornate mithril lantern turns blue and sheds a cold, blue dim light in a 30-foot radius. After the lantern's flame has burned for 1 hour, it can't be lit again until the next dawn. You can extinguish the lantern's flame early for use at a later time. Deduct the time it burned in increments of 1 minute from the lantern's total burn time. When a creature enters the lantern's light for the first time on a turn or starts its turn there, the creature must succeed on a DC 17 Constitution saving throw or be vulnerable to cold damage until the start of its next turn. When you light the lantern, choose up to four creatures you can see within 30 feet of you, which can include yourself. The chosen creatures are immune to this effect of the lantern's light.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "very rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "frungilator", "fields": {"name": "Frungilator", "desc": "This strangely-shaped item resembles a melted wand or a strange growth chipped from the arcane trees of elder planes. The wand has 5 charges and regains 1d4 + 1 charges daily at dusk. While holding it, you can use an action to expend 1 of its charges and point it at a target within 60 feet of you. The target must be a creature. When activated, the wand frunges creatures into a chaos matrix, which does\u2026something. Roll a d10 and consult the following table to determine these unpredictable effects (none of them especially good). Most effects can be removed by dispel magic, greater restoration, or more powerful magic. | d10 | Frungilator Effect |\n| --- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |\n| 1 | Glittering sparkles fly all around. You are surrounded in sparkling light until the end of your next turn as if you were targeted by the faerie fire spell. |\n| 2 | The target is encased in void crystal and immediately begins suffocating. A creature, including the target, can take its action to shatter the void crystal by succeeding on a DC 10 Strength check. Alternatively, the void crystal can be attacked and destroyed (AC 12; hp 4; immunity to poison and psychic damage). |\n| 3 | Crimson void fire engulfs the target. It must make a DC 13 Constitution saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. |\n| 4 | The target's blood turns to ice. It must make a DC 13 Constitution saving throw, taking 6d6 cold damage on a failed save, or half as much damage on a successful one. |\n| 5 | The target rises vertically to a height of your choice, up to a maximum height of 60 feet. The target remains suspended there until the start of its next turn. When this effect ends, the target floats gently to the ground. |\n| 6 | The target begins speaking in backwards fey speech for 10 minutes. While speaking this way, the target can't verbally communicate with creatures that aren't fey, and the target can't cast spells with verbal components. |\n| 7 | Golden flowers bloom across the target's body. It is blinded until the end of its next turn. |\n| 8 | The target must succeed on a DC 13 Constitution saving throw or it and all its equipment assumes a gaseous form until the end of its next turn. This effect otherwise works like the gaseous form spell. |\n| 9 | The target must succeed on a DC 15 Wisdom saving throw or become enthralled with its own feet or limbs until the end of its next turn. While enthralled, the target is incapacitated. |\n| 10 | A giant ray of force springs out of the frungilator and toward the target. Each creature in a line that is 5 feet wide between you and the target must make a DC 16 Dexterity saving throw, taking 4d12 force damage on a failed save, or half as much damage on a successful one. |", "document": 43, "page_no": null, "type": "Wand", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "fulminar-bracers", "fields": {"name": "Fulminar Bracers", "desc": "Stylized etchings of cat-like lightning elementals known as Fulminars (see Creature Codex) cover the outer surfaces of these solid silver bracers. While wearing these bracers, lightning crackles harmless down your hands, and you have resistance to lightning damage and thunder damage. The bracers have 3 charges. You can use an action to expend 1 charge to create lightning shackles that bind up to two creatures you can see within 60 feet of you. Each target must make a DC 15 Dexterity saving throw. On a failure, a target takes 4d6 lightning damage and is restrained for 1 minute. On a success, the target takes half the damage and isn't restrained. A restrained creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The bracers regain all expended charges daily at dawn. The bracers also regain 1 charge each time you take 10 lightning damage while wearing them.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "very rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "gale-javelin", "fields": {"name": "Gale Javelin", "desc": "The metallic head of this javelin is embellished with three small wings. When you speak a command word while making a ranged weapon attack with this magic weapon, a swirling vortex of wind follows its path through the air. Draw a line between you and the target of your attack; each creature within 10 feet of this line must make a DC 13 Strength saving throw. On a failed save, the creature is pushed backward 10 feet and falls prone. In addition, if this ranged weapon attack hits, the target must make a DC 13 Strength saving throw. On a failed save, the target is pushed backward 15 feet and falls prone. The javelin's property can't be used again until the next dawn. In the meantime, it can still be used as a magic weapon.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "garments-of-winters-knight", "fields": {"name": "Garments of Winter's Knight", "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.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "legendary", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "gauntlet-of-the-iron-sphere", "fields": {"name": "Gauntlet of the Iron Sphere", "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.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "very rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "gazebo-of-shade-and-shelter", "fields": {"name": "Gazebo of Shade and Shelter", "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.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "ghost-barding", "fields": {"name": "Ghost Barding", "desc": "This armor is blue-green and translucent. It weighs only 1 pound, and if the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, this version of the armor doesn't. The armor's base Armor Class applies only against attacks by undead creatures and doesn't provide protection against any other attacks. When a beast wears this armor, the beast gains a +1 bonus to AC against attacks by undead creatures, and it has advantage on saving throws against the spells and special abilities of undead creatures.", "document": 43, "page_no": null, "type": "Armor", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "ghost-dragon-horn", "fields": {"name": "Ghost Dragon Horn", "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.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "very rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "ghost-thread", "fields": {"name": "Ghost Thread", "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.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "ghoul-light", "fields": {"name": "Ghoul Light", "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.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "very rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "ghoulbane-oil", "fields": {"name": "Ghoulbane Oil", "desc": "This rusty-red gelatinous liquid glistens with tiny sparkling crystal flecks. The oil can coat one weapon or 5 pieces of ammunition. Applying the oil takes 1 minute. For 1 hour, if a ghoul, ghast, or Darakhul (see Tome of Beasts) takes damage from the coated item, it takes an extra 2d6 damage of the weapon's type.", "document": 43, "page_no": null, "type": "Potion", "rarity": "very rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "ghoulbane-rod", "fields": {"name": "Ghoulbane Rod", "desc": "Arcane glyphs decorate the spherical head of this tarnished rod, while engravings of cracked and broken skulls and bones circle its haft. When an undead creature is within 120 feet of the rod, the rod's arcane glyphs emit a soft glow. As an action, you can plant the haft end of the rod in the ground, whereupon the rod's glyphs flare to life and the rod's magic activates. When an undead creature enters or starts its turn within 30 feet of the planted rod, it must succeed on a DC 15 Wisdom saving throw or have disadvantage on attack rolls against creatures that aren't undead until the start of its next turn. If a ghoul fails this saving throw, it also takes a \u20132 penalty to AC and Dexterity saving throws, its speed is halved, and it can't use reactions. The rod's magic remains active while planted in the ground, and after it has been active for a total of 10 minutes, its magic ceases to function until the next dawn. A creature can use an action to pull the rod from the ground, ending the effect early for use at a later time. Deduct the time it was active in increments of 1 minute from the rod's total active time.", "document": 43, "page_no": null, "type": "Rod", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "giggling-orb", "fields": {"name": "Giggling Orb", "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.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "girdle-of-traveling-alchemy", "fields": {"name": "Girdle of Traveling Alchemy", "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.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "very rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "glamour-rings", "fields": {"name": "Glamour Rings", "desc": "These rings are made from twisted loops of gold and onyx and are always found in pairs. The rings' magic works only while you and another humanoid of the same size each wear one ring and are on the same plane of existence. While wearing a ring, you or the other humanoid can use an action to swap your appearances, if both of you are willing. This effect works like the Change Appearance effect of the alter self spell, except you can change your appearance to only look identical to each other. Your clothing and equipment don't change, and the effect lasts until one of you uses this property again or until one of you removes the ring.", "document": 43, "page_no": null, "type": "Ring", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "glass-wand-of-leng", "fields": {"name": "Glass Wand of Leng", "desc": "The tip of this twisted clear glass wand is razorsharp. It can be wielded as a magic dagger that grants a +1 bonus to attack and damage rolls made with it. The wand weighs 4 pounds and is roughly 18 inches long. When you tap the wand, it emits a single, loud note which can be heard up to 20 feet away and does not stop sounding until you choose to silence it. This wand has 5 charges and regains 1d4 + 1 charges daily at dawn. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells (save DC 17): arcane lock (2 charges), disguise self (1 charge), or tongues (3 charges).", "document": 43, "page_no": null, "type": "Wand", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "glazed-blade", "fields": {"name": "Glazed Blade", "desc": "A pleasant scent emerges from this weapon. While it is on your person, you have advantage on Charisma (Persuasion) checks made to interact with humanoids and fey.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "gliding-cloak", "fields": {"name": "Gliding Cloak", "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.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "gloomflower-corsage", "fields": {"name": "Gloomflower Corsage", "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.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "very rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "gloves-of-the-magister", "fields": {"name": "Gloves of the Magister", "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.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "gloves-of-the-walking-shade", "fields": {"name": "Gloves of the Walking Shade", "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.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "very rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "gnawing-spear", "fields": {"name": "Gnawing Spear", "desc": "You gain a +1 bonus to attack and damage rolls with this magic weapon. When you roll a 20 on an attack roll made with this spear, its head animates, grows serrated teeth, and lodges itself in the target. While the spear is lodged in the target and you are wielding the spear, the target is grappled by you. At the start of each of your turns, the spear twists and grinds, dealing 2d6 piercing damage to the grappled target. If you release the spear, it remains lodged in the target, dealing damage each round as normal, but the target is no longer grappled by you. While the spear is lodged in a target, you can't make attacks with it. A creature, including the restrained target, can take its action to remove the spear by succeeding on a DC 15 Strength check. The target takes 1d6 piercing damage when the spear is removed. You can use an action to speak the spear's command word, causing it to dislodge itself and fall into an unoccupied space within 5 feet of the target.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "goblin-shield", "fields": {"name": "Goblin Shield", "desc": "This shield resembles a snarling goblin's head. It has 3 charges and regains 1d3 expended charges daily at dawn. While wielding this shield, you can use a bonus action to expend 1 charge and command the goblin's head to bite a creature within 5 feet of you. Make a melee weapon attack with the shield. You have proficiency with this attack if you are proficient with shields. On a hit, the target takes 2d4 piercing damage.", "document": 43, "page_no": null, "type": "Armor", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "goggles-of-firesight", "fields": {"name": "Goggles of Firesight", "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.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "goggles-of-shade", "fields": {"name": "Goggles of Shade", "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.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "golden-bolt", "fields": {"name": "Golden Bolt", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. This crossbow doesn't have the loading property, and it doesn't require ammunition. Immediately after firing a bolt from this weapon, another golden bolt forms to take its place.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "gorgon-scale", "fields": {"name": "Gorgon Scale", "desc": "The iron scales of this armor have a green-tinged iridescence. While wearing this armor, you gain a +1 bonus to AC, and you have immunity to the petrified condition. If you move at least 20 feet straight toward a creature and then hit it with a melee weapon attack on the same turn, you can use a bonus action to imbue the hit with some of the armor's petrifying magic. The target must make a DC 15 Constitution saving throw. On a failed save, the target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic. The armor can't be used this way again until the next dawn.", "document": 43, "page_no": null, "type": "Armor", "rarity": "very rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "granny-wax", "fields": {"name": "Granny Wax", "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.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "grasping-cap", "fields": {"name": "Grasping Cap", "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.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "legendary", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "grasping-cloak", "fields": {"name": "Grasping Cloak", "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.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "very rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "grasping-shield", "fields": {"name": "Grasping Shield", "desc": "The boss at the center of this shield is a hand fashioned of metal. While wielding this shield, you gain a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.", "document": 43, "page_no": null, "type": "Armor", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "grave-reagent", "fields": {"name": "Grave Reagent", "desc": "This luminous green concoction creates an undead servant. If you spend 1 minute anointing the corpse of a Small or Medium humanoid, this arcane solution imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a zombie under your control (the GM has the zombie's statistics). On each of your turns, you can use a bonus action to verbally command the zombie if it is within 60 feet of you. You decide what action the zombie will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the zombie only defends itself against hostile creatures. Once given an order, the zombie continues to follow it until its task is complete. The zombie is under your control for 24 hours, after which it stops obeying any command you've given it.", "document": 43, "page_no": null, "type": "Potion", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "grave-ward-armor", "fields": {"name": "Grave Ward Armor", "desc": "This armor bears gold or brass symbols of sunlight and sun deities and never tarnishes or rusts. The armor is immune to necrotic damage and rusting attacks such as those of a rust monster. While wearing this armor, your maximum hit points can't be reduced. As an action, you can speak a command word to gain the effect of a protection from evil and good spell for 1 minute (no concentration required). While the spell is active, if you are reduced to 0 hit points, you drop to 1 hit point instead. Once you use this property, it can't be used again until the next dawn.", "document": 43, "page_no": null, "type": "Armor", "rarity": "very rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "greater-potion-of-troll-blood", "fields": {"name": "Greater Potion of Troll Blood", "desc": "When drink this potion, you regain 3 hit points at the start of each of your turns. After it has restored 30 hit points, the potion's effects end.", "document": 43, "page_no": null, "type": "Potion", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "green-mantle", "fields": {"name": "Green Mantle", "desc": "This garment is made of living plants\u2014mosses, vines, and grasses\u2014interwoven 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.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "very rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "gremlins-paw", "fields": {"name": "Gremlin's Paw", "desc": "This wand is fashioned from the fossilized forearm and claw of a gremlin. The wand has 5 charges. While holding the wand, you can use an action to expend 1 or more of its charges to cast one of the following spells (save DC 15): bane (1 charge), bestow curse (3 charges), or hideous laughter (1 charge). The wand regains 1d4 + 1 expended charges daily at dusk. If you expend the wand's last charge, roll a d20. On a 20, you must succeed on a DC 15 Wisdom saving throw or become afflicted with short-term madness. On a 1, the rod crumbles into ashes and is destroyed.", "document": 43, "page_no": null, "type": "Wand", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "grifters-deck", "fields": {"name": "Grifter's Deck", "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.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "grim-escutcheon", "fields": {"name": "Grim Escutcheon", "desc": "This blackened iron shield is adorned with the menacing relief of a monstrously gaunt skull. You gain a +1 bonus to AC while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. While holding this shield, you can use a bonus action to speak its command word to cast the fear spell (save DC 13). The shield can't be used this way again until the next dusk.", "document": 43, "page_no": null, "type": "Armor", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "gritless-grease", "fields": {"name": "Gritless Grease", "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.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "hair-pick-of-protection", "fields": {"name": "Hair Pick of Protection", "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.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "very rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "hallowed-effigy", "fields": {"name": "Hallowed Effigy", "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.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "hallucinatory-dust", "fields": {"name": "Hallucinatory Dust", "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.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "hammer-of-decrees", "fields": {"name": "Hammer of Decrees", "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.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "hammer-of-throwing", "fields": {"name": "Hammer of Throwing", "desc": "You gain a +1 bonus to attack and damage rolls with this magic weapon. In addition, when you throw the hammer, it returns to your hand at the end of your turn. If you have no hand free, it falls to the ground at your feet.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "handy-scroll-quiver", "fields": {"name": "Handy Scroll Quiver", "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.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "hangmans-noose", "fields": {"name": "Hangman's Noose", "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.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "hardening-polish", "fields": {"name": "Hardening Polish", "desc": "This gray polish is viscous and difficult to spread. The polish can coat one metal weapon or up to 10 pieces of ammunition. Applying the polish takes 1 minute. For 1 hour, the coated item hardens and becomes stronger, and it counts as an adamantine weapon for the purpose of overcoming resistance and immunity to attacks and damage not made with adamantine weapons.", "document": 43, "page_no": null, "type": "Potion", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "harmonizing-instrument", "fields": {"name": "Harmonizing Instrument", "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.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "hat-of-mental-acuity", "fields": {"name": "Hat of Mental Acuity", "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, \u201cThey that are guided go not astray.\u201d 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.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "hazelwood-wand", "fields": {"name": "Hazelwood Wand", "desc": "You can use this wand as a spellcasting focus. The wand has 3 charges and regains all expended charges daily at dawn. When you cast the goodberry spell while using this wand as your spellcasting focus, you can expend 1 of the wand's charges to transform the berries into hazelnuts, which restore 2 hit points instead of 1. The spell is otherwise unchanged. In addition, when you cast a spell that deals lightning damage while using this wand as your spellcasting focus, the spell deals 1 extra lightning damage.", "document": 43, "page_no": null, "type": "Wand", "rarity": "common", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "headdress-of-majesty", "fields": {"name": "Headdress of Majesty", "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.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "headrest-of-the-cattle-queens", "fields": {"name": "Headrest of the Cattle Queens", "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.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "headscarf-of-the-oasis", "fields": {"name": "Headscarf of the Oasis", "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.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "healthful-honeypot", "fields": {"name": "Healthful Honeypot", "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.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "very rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "heat-stone", "fields": {"name": "Heat Stone", "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 \u201320 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as \u201350 degrees Fahrenheit.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "heliotrope-heart", "fields": {"name": "Heliotrope Heart", "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.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "hellfire-armor", "fields": {"name": "Hellfire Armor", "desc": "This spiked armor is a dark, almost black crimson when inactive. While wearing this armor, you can use an action to cause it to glow and appear red-hot, giving you a hellish appearance. The armor sheds light as a candle, but it doesn\u2019t emit heat. The effect lasts until you use a bonus action to end it.", "document": 43, "page_no": null, "type": "Armor", "rarity": "Common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "helm-of-the-slashing-fin", "fields": {"name": "Helm of the Slashing Fin", "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.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "hewers-draught", "fields": {"name": "Hewer's Draught", "desc": "When you drink this potion, you have advantage on attack rolls made with weapons that deal piercing or slashing damage for 1 minute. This potion's translucent amber liquid glimmers when agitated.", "document": 43, "page_no": null, "type": "Potion", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "hexen-blade", "fields": {"name": "Hexen Blade", "desc": "The colorful surface of this sleek adamantine shortsword exhibits a perpetually shifting, iridescent sheen. You gain a +1 bonus to attack and damage rolls made with this magic weapon. The sword has 5 charges and regains 1d4 + 1 charges daily at dawn. While holding it, you can use an action and expend 1 or more of its charges to cast one of the following spells from it, using spell save DC 15: disguise self (1 charge), hypnotic pattern (3 charges), or mirror image (2 charges).", "document": 43, "page_no": null, "type": "Weapon", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "hidden-armament", "fields": {"name": "Hidden Armament", "desc": "While holding this magic weapon, you can use an action to transform it into a tattoo on the palm of your hand. You can use a bonus action to transform the tattoo back into a weapon.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "holy-verdant-bat-droppings", "fields": {"name": "Holy Verdant Bat Droppings", "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", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "honey-buckle", "fields": {"name": "Honey Buckle", "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\u2019t 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\u2019t 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.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "varies", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "honey-lamp", "fields": {"name": "Honey Lamp", "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.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "honey-of-the-warped-wildflowers", "fields": {"name": "Honey of the Warped Wildflowers", "desc": "This spirit honey is made from wildflowers growing in an area warped by magic, such as the flowers growing at the base of a wizard's tower or growing in a magical wasteland. When you consume this honey, you have resistance to psychic damage, and you have advantage on Intelligence saving throws. In addition, you can use an action to warp reality around one creature you can see within 60 feet of you. The target must succeed on a DC 15 Intelligence saving throw or be bewildered for 1 minute. At the start of a bewildered creature's turn, it must roll a die. On an even result, the creature can act normally. On an odd result, the creature is incapacitated until the start of its next turn as it becomes disoriented by its surroundings and unable to fully determine what is real and what isn't. You can't warp the reality around another creature in this way again until you finish a long rest.", "document": 43, "page_no": null, "type": "Potion", "rarity": "very rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "honey-trap", "fields": {"name": "Honey Trap", "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.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "honeypot-of-awakening", "fields": {"name": "Honeypot of Awakening", "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.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "howling-rod", "fields": {"name": "Howling Rod", "desc": "This sturdy, iron rod is topped with the head of a howling wolf with red carnelians for eyes. The rod has 5 charges for the following properties, and it regains 1d4 + 1 expended charges daily at dawn.", "document": 43, "page_no": null, "type": "Rod", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "humble-cudgel-of-temperance", "fields": {"name": "Humble Cudgel of Temperance", "desc": "This simple, polished club has a studded iron band around one end. When you attack a poisoned creature with this magic weapon, you have advantage on the attack roll. When you roll a 20 on an attack roll made with this weapon, the target becomes poisoned for 1 minute. If the target was already poisoned, it becomes incapacitated instead. The target can make a DC 13 Constitution saving throw at the end of each of its turns, ending the poisoned or incapacitated condition on itself on a success. Formerly a moneylender with a heart of stone and a small army of brutal thugs, Faustin the Drunkard awoke one day with a punishing hangover that seemed never-ending. He took this as a sign of punishment from the gods, not for his violence and thievery, but for his taste for the grape, in abundance. He decided all problems stemmed from the \u201cdemon\u201d alcohol, and he became a cleric. No less brutal than before, he and his thugs targeted public houses, ale makers, and more. In his quest to rid the world of alcohol, he had the humble cudgel of temperance made and blessed with terrifying power. Now long since deceased, his simple, humble-appearing club continues to wreck havoc wherever it turns up.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "hunters-charm", "fields": {"name": "Hunter's Charm", "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.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "common (+1), uncommon (+2), rare (+3)", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "iceblink", "fields": {"name": "Iceblink", "desc": "The blade of this weapon is cool to the touch and gives off a yellow-white radiance, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. In temperatures above freezing, vapor wafts off the chilled blade. When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "impact-club", "fields": {"name": "Impact Club", "desc": "This magic weapon has 3 charges and regains 1d3 expended charges daily at dawn. When you hit a target on your turn, you can take a bonus action to spend 1 charge and attempt to shove the target. The club grants you a +1 bonus on your Strength (Athletics) check to shove the target. If you roll a 20 on your attack roll with the club, you have advantage on your Strength (Athletics) check to shove the target, and you can push the target up to 10 feet away.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "impaling-weapon", "fields": {"name": "Impaling Weapon", "desc": "When you attack a creature with this magic weapon and roll a 20 on the attack roll, you embed the weapon in the target. If the target is Medium or smaller and is within 5 feet of a wall or other solid object when you hit with this weapon, it is also restrained while the weapon is embedded. At the end of the target's turn while the weapon is embedded in it, the target takes damage equal to the weapon's damage, with no additional modifiers. A creature, including the target, can use its action to make a DC 13 Strength check, removing the weapon from the target on a success. You can remove the embedded weapon from the target by speaking the weapon's command word.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "incense-of-recovery", "fields": {"name": "Incense of Recovery", "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.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "interplanar-paint", "fields": {"name": "Interplanar Paint", "desc": "This black, tarry substance can be used to paint a single black doorway on a flat surface. A pot contains enough paint to create one doorway. While painting, you must concentrate on a plane of existence other than the one you currently occupy. If you are not interrupted, the doorway can be painted in 5 minutes. Once completed, the painting opens a two-way portal to the plane you imagined. The doorway is mirrored on the other plane, often appearing on a rocky face or the wall of a building. The doorway lasts for 1 week or until 5 gallons of water with flecks of silver worth at least 2,000 gp is applied to one side of the door.", "document": 43, "page_no": null, "type": "Potion", "rarity": "legendary", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "ironskin-oil", "fields": {"name": "Ironskin Oil", "desc": "This grayish fluid is cool to the touch and slightly gritty. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature has resistance to piercing and slashing damage for 1 hour.", "document": 43, "page_no": null, "type": "Potion", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "ivy-crown-of-prophecy", "fields": {"name": "Ivy Crown of Prophecy", "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.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "jewelers-anvil", "fields": {"name": "Jeweler's Anvil", "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.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "jungle-mess-kit", "fields": {"name": "Jungle Mess Kit", "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.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "justicars-mask", "fields": {"name": "Justicar's Mask", "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.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "keffiyeh-of-serendipitous-escape", "fields": {"name": "Keffiyeh of Serendipitous Escape", "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.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "very rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "knockabout-billet", "fields": {"name": "Knockabout Billet", "desc": "This stout, oaken cudgel helps you knock your opponents to the ground or away from you. When you hit a creature with this magic weapon, you can shove the target as part of the same attack, using your attack roll in place of a Strength (Athletics) check. The weapon deals damage as normal, regardless of the result of the shove. This property of the club can be used no more than once per hour.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "kobold-firework", "fields": {"name": "Kobold Firework", "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\u2019s effects end, it is destroyed. A firework can\u2019t 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\u2019s 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\u2019t willingly enter the firework\u2019s 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\u2019t 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\u2019t be charmed, frightened, or possessed by an undead creature.\n Red Dragon\u2019s 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\u2019t 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.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "varies", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "kraken-clutch-ring", "fields": {"name": "Kraken Clutch Ring", "desc": "This green copper ring is etched with the image of a kraken with splayed tentacles. The ring has 5 charges, and it regains 1d4 + 1 expended charges daily at dawn, as long as it was immersed in water for at least 1 hour since the previous dawn. If the ring has at least 1 charge, you have advantage on grapple checks. While wearing this ring, you can expend 1 or more of its charges to cast one of the following spells from it, using spell save DC 15: black tentacles (2 charges), call lightning (1 charge), or control weather (4 charges).", "document": 43, "page_no": null, "type": "Ring", "rarity": "very rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "kyshaarths-fang", "fields": {"name": "Kyshaarth's Fang", "desc": "This dagger's blade is composed of black, bone-like material. Tales suggest the weapon is fashioned from a Voidling's (see Tome of Beasts) tendril barb. When you hit with an attack using this magic weapon, the target takes an extra 2d6 necrotic damage. If you are in dim light or darkness, you regain a number of hit points equal to half the necrotic damage dealt.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "labyrs-of-the-raging-bull", "fields": {"name": "Labyrs of the Raging Bull", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. While you wield the axe, you have advantage on Strength (Athletics) checks to shove a creature, and you can shove a creature up to two sizes larger than you.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "language-pyramid", "fields": {"name": "Language Pyramid", "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.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "lantern-of-auspex", "fields": {"name": "Lantern of Auspex", "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.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "lantern-of-judgment", "fields": {"name": "Lantern of Judgment", "desc": "This mithral and gold lantern is emblazoned with a sunburst symbol. While holding the lantern, you have advantage on Wisdom (Insight) and Intelligence (Investigation) checks. As a bonus action, you can speak a command word to cause one of the following effects: - The lantern casts bright light in a 60-foot cone and dim light for an additional 60 feet. - The lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. - The lantern sheds dim light in a 5-foot radius.\n- Douse the lantern's light. When you cause the lantern to shed bright light, you can speak an additional command word to cause the light to become sunlight. The sunlight lasts for 1 minute after which the lantern goes dark and can't be used again until the next dawn. During this time, the lantern can function as a standard hooded lantern if provided with oil.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "very rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "lantern-of-selective-illumination", "fields": {"name": "Lantern of Selective Illumination", "desc": "This brass lantern is fitted with round panels of crown glass and burns for 6 hours on one 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. During a short rest, you can choose up to three creatures to be magically linked by the lantern. When the lantern is lit, its light can be perceived only by you and those linked creatures. To anyone else, the lantern appears dark and provides no illumination.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "common", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "larkmail", "fields": {"name": "Larkmail", "desc": "While wearing this armor, you gain a +1 bonus to AC. The links of this mail have been stained to create the optical illusion that you are wearing a brown-and-russet feathered tunic. While you wear this armor, you have advantage on Charisma (Performance) checks made with an instrument. In addition, while playing an instrument, you can use a bonus action and choose any number of creatures within 30 feet of you that can hear your song. Each target must succeed on a DC 15 Charisma saving throw or be charmed by you for 1 minute. Once used, this property can't be used again until the next dawn.", "document": 43, "page_no": null, "type": "Armor", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "last-chance-quiver", "fields": {"name": "Last Chance Quiver", "desc": "This quiver holds 20 arrows. However, when you draw and fire the last arrow from the quiver, it magically produces a 21st arrow. Once this arrow has been drawn and fired, the quiver doesn't produce another arrow until the quiver has been refilled and another 20 arrows have been drawn and fired.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "leaf-bladed-sword", "fields": {"name": "Leaf-Bladed Sword", "desc": "This thin, curved blade has a bell guard shaped like a curled, golden leaf. You gain a +1 bonus to attack and damage rolls with this magic weapon. When you hit an aberration or undead creature with it, that target takes an extra 1d8 damage of the weapon's type. You can use an action to cast the barkskin spell on yourself for 1 hour, requiring no concentration. Once used, this property can't be used again until the next dawn.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "leonino-wings", "fields": {"name": "Leonino Wings", "desc": "This cloak is decorated with the spotted white and brown pattern of a barn owl's wing feathers. While wearing this cloak, you can use an action to speak its command word. This turns the cloak into a pair of a Leoninos (see Creature Codex) owl-like feathered wings until you repeat the command word as an action. The wings give you a flying speed equal to your walking speed, and you have advantage on Dexterity (Stealth) checks made while flying in forests and urban settings. In addition, when you fly out of an enemy's reach, you don't provoke opportunity attacks. You can use the cloak to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land. The cloak regains 2 hours of flying capability for every 12 hours it isn't in use.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "lifeblood-gear", "fields": {"name": "Lifeblood Gear", "desc": "As an action, you can attach this tiny bronze gear to a pile of junk or other small collection of mundane objects and create a Tiny or Small mechanical servant. This servant uses the statistics of a beast with a challenge rating of 1/4 or lower, except it has immunity to poison damage and the poisoned condition, and it can't be charmed or become exhausted. If it participates in combat, the servant lasts for up to 5 rounds or until destroyed. If commanded to perform mundane tasks, such as fetching items, cleaning, or other similar task, it lasts for up to 5 hours or until destroyed. Once affixed to the servant, the gear pulsates like a beating heart. If the gear is removed, you lose control of the servant, which then attacks indiscriminately for up to 5 rounds or until destroyed. Once the duration expires or the servant is destroyed, the gear becomes a nonmagical gear.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "lightning-rod", "fields": {"name": "Lightning Rod", "desc": "This rod is made from the blackened wood of a lightning-struck tree and topped with a spike of twisted iron. It functions as a magic javelin that grants a +1 bonus to attack and damage rolls made with it. While holding it, you are immune to lightning damage, and each creature within 5 feet of you has resistance to lightning damage. The rod can hold up to 6 charges, but it has 0 charges when you first attune to it. Whenever you are subjected to lightning damage, the rod gains 1 charge. While the rod has 6 charges, you have resistance to lightning damage instead of immunity. The rod loses 1d6 charges daily at dawn.", "document": 43, "page_no": null, "type": "Rod", "rarity": "very rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "linguists-cap", "fields": {"name": "Linguist's Cap", "desc": "While wearing this simple hat, you have the ability to speak and read a single language. Each cap has a specific language associated with it, and the caps often come in styles or boast features unique to the cultures where their associated languages are most prominent. The GM chooses the language or determines it randomly from the lists of standard and exotic languages.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "liquid-courage", "fields": {"name": "Liquid Courage", "desc": "This magical cordial is deep red and smells strongly of fennel. You have advantage on the next saving throw against being frightened. The effect ends after you make such a saving throw or when 1 hour has passed.", "document": 43, "page_no": null, "type": "Potion", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "liquid-shadow", "fields": {"name": "Liquid Shadow", "desc": "The contents of this bottle are inky black and seem to absorb the light. The dark liquid can cover a single Small or Medium creature. Applying the liquid takes 1 minute. For 1 hour, the coated creature has advantage on Dexterity (Stealth) checks. Alternately, you can use an action to hurl the bottle up to 20 feet, shattering it on impact. Magical darkness spreads from the point of impact to fill a 15-foot-radius sphere for 1 minute. This darkness works like the darkness spell.", "document": 43, "page_no": null, "type": "Potion", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "living-juggernaut", "fields": {"name": "Living Juggernaut", "desc": "This broad, bulky suit of plate is adorned with large, blunt spikes and has curving bull horns affixed to its helm. While wearing this armor, you gain a +1 bonus to AC, and difficult terrain doesn't cost you extra movement.", "document": 43, "page_no": null, "type": "Armor", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "living-stake", "fields": {"name": "Living Stake", "desc": "Fashioned from mandrake root, this stake longs to taste the heart's blood of vampires. Make a melee attack against a vampire in range, treating the stake as an improvised weapon. On a hit, the stake attaches to a vampire's chest. At the end of the vampire's next turn, roots force their way into the vampire's heart, negating fast healing and preventing gaseous form. If the vampire is reduced to 0 hit points while the stake is attached to it, it is immobilized as if it had been staked. A creature can take its action to remove the stake by succeeding on a DC 17 Strength (Athletics) check. If it is removed from the vampire's chest, the stake is destroyed. The stake has no effect on targets other than vampires.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "lockbreaker", "fields": {"name": "Lockbreaker", "desc": "You can use this stiletto-bladed dagger to open locks by using an action and making a Strength check. The DC is 5 less than the DC to pick the lock (minimum DC 10). On a success, the lock is broken.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "locket-of-dragon-vitality", "fields": {"name": "Locket of Dragon Vitality", "desc": "Legends tell of a dragon whose hide was impenetrable and so tenacious that only a blow to the heart would kill it. An unnamed hero finally defeated it and tore its heart into two. The dragon's name was lost, but its legacy remains. This magic amulet is one of two items that were crafted to hold its heart. An intricate engraving of a warrior's sword piercing a dragon's chest is detailed along the front of this untarnished silver locket. Within the locket is a clear crystal vial with a pulsing piece of a dragon's heart. The pulses become more frequent when you are close to death. Attuning to the locket requires you to mix your blood with the blood within the vial. The vial holds 3 charges of dragon blood that are automatically expended when you reach certain health thresholds. The locket regains 1 expended charge for each vial of dragon blood you place in the vial inside the locket up to a maximum of 3 charges. For the purpose of this locket, \u201cdragon\u201d refers to any creature with the dragon type, including drakes and wyverns. While wearing or carrying the locket, you gain the following effects: - When you reach 0 hit points, but do not die outright, the vial breaks and the dragon heart stops pulsing, rendering the item broken and irreparable. You immediately gain temporary hit points equal to your level + your Constitution modifier. If the locket has at least 1 charge of dragon blood, it does not break, but this effect can't be activated again until 3 days have passed. - When you are reduced to half of your maximum hit points, the locket expends 1 charge of dragon blood, and you become immune to any type of blood loss effect, such as the blood loss from a stirge's Blood Drain, for 1d4 + 1 hours. Any existing blood loss effects end immediately when this activates.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "very rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "locket-of-remembrance", "fields": {"name": "Locket of Remembrance", "desc": "You can place a small keepsake of a creature, such as a miniature portrait, a lock of hair, or similar item, within the locket. The keepsake must be willingly given to you or must be from a creature personally connected to you, such as a relative or lover.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "locksmiths-oil", "fields": {"name": "Locksmith's Oil", "desc": "This shimmering oil can be applied to a lock. Applying the oil takes 1 minute. For 1 hour, any creature that makes a Dexterity check to pick the lock using thieves' tools rolls a d4 ( 1d4) and adds the number rolled to the check.", "document": 43, "page_no": null, "type": "Potion", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "lodestone-caltrops", "fields": {"name": "Lodestone Caltrops", "desc": "This small gray pouch appears empty, though it weighs 3 pounds. Reaching inside the bag reveals dozens of small, metal balls. As an action, you can upend the bag and spread the metal balls to cover a square area that is 5 feet on a side. Any creature that enters the area while wearing metal armor or carrying at least one metal item must succeed on a DC 13 Strength saving throw or stop moving this turn. A creature that starts its turn in the area must succeed on a DC 13 Strength saving throw to leave the area. Alternatively, a creature in the area can drop or remove whatever metal items are on it and leave the area without needing to make a saving throw. The metal balls remain for 1 minute. Once the bag's contents have been emptied three times, the bag can't be used again until the next dawn.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "loom-of-fate", "fields": {"name": "Loom of Fate", "desc": "If you spend 1 hour weaving on this portable loom, roll a 1d20 and record the number rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with this roll. You must choose to do so before the roll. The loom can't be used this way again until the next dawn. Once you have used the loom 3 times, the fabric is complete, and the loom is no longer magical. The fabric becomes a shifting tapestry that represents the events where you used the loom's power to alter fate.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "lucky-charm-of-the-monkey-king", "fields": {"name": "Lucky Charm of the Monkey King", "desc": "This tiny stone statue of a grinning monkey holds a leather loop in its paws, allowing the charm to hang from a belt or pouch. While attuned to this charm, you can use a bonus action to gain a +1 bonus on your next ability check, attack roll, or saving throw. Once used, the charm can't be used again until the next dawn. You can be attuned to only one lucky charm at a time.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "common ", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "lucky-coin", "fields": {"name": "Lucky Coin", "desc": "This worn, clipped copper piece has 6 charges. You can use a reaction to expend 1 charge and gain a +1 bonus on your next ability check. The coin regains 1d6 charges daily at dawn. If you expend the last charge, roll a 1d20. On a 1, the coin runs out of luck and becomes nonmagical.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "lucky-eyepatch", "fields": {"name": "Lucky Eyepatch", "desc": "You gain a +1 bonus to saving throws while you wear this simple, black eyepatch. In addition, if you are missing the eye that the eyepatch covers and you roll a 1 on the d20 for a saving throw, you can reroll the die and must use the new roll. The eyepatch can't be used this way again until the next dawn.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "lupine-crown", "fields": {"name": "Lupine Crown", "desc": "This grisly helm is made from the leather-reinforced skull and antlers of a deer with a fox skull and hide stretched over it. It is secured by a strap made from a magically preserved length of deer entrails. While wearing this helm, you gain a +1 bonus to AC, and you have advantage on Dexterity (Stealth) and Wisdom (Survival) checks.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "luring-perfume", "fields": {"name": "Luring Perfume", "desc": "This pungent perfume has a woodsy and slightly musky scent. As an action, you can splash or spray the contents of this vial on yourself or another creature within 5 feet of you. For 1 minute, the perfumed creature attracts nearby humanoids and beasts. Each humanoid and beast within 60 feet of the perfumed creature and that can smell the perfume must succeed on a DC 15 Wisdom saving throw or be charmed by the perfumed creature until the perfume fades or is washed off with at least 1 gallon of water. While charmed, a creature is incapacitated, and, if the creature is more than 5 feet away from the perfumed creature, it must move on its turn toward the perfumed creature by the most direct route, trying to get within 5 feet. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it.", "document": 43, "page_no": null, "type": "Potion", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "magma-mantle", "fields": {"name": "Magma Mantle", "desc": "This cracked black leather cloak is warm to the touch and faint ruddy light glows through the cracks. While wearing this cloak, you have resistance to cold damage. As an action, you can touch the brass clasp and speak the command word, which transforms the cloak into a flowing mantle of lava for 1 minute. During this time, you are unharmed by the intense heat, but any hostile creature within 5 feet of you that touches you or hits you with a melee attack takes 3d6 fire damage. In addition, for the duration, you suffer no damage from contact with lava, and you can burrow through lava at half your walking speed. The cloak can't be used this way again until the next dawn.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "maidens-tears", "fields": {"name": "Maiden's Tears", "desc": "This fruity mead is the color of liquid gold and is rumored to be brewed with a tear from the goddess of bearfolk herself. When you drink this mead, you regenerate lost hit points for 1 minute. At the start of your turn, you regain 10 hit points if you have at least 1 hit point.", "document": 43, "page_no": null, "type": "Potion", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "mail-of-the-sword-master", "fields": {"name": "Mail of the Sword Master", "desc": "While wearing this armor, the maximum Dexterity modifier you can add to determine your Armor Class is 4, instead of 2. While wearing this armor, if you are wielding a sword and no other weapons, you gain a +2 bonus to damage rolls with that sword.", "document": 43, "page_no": null, "type": "Armor", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "manticores-tail", "fields": {"name": "Manticore's Tail", "desc": "Ten spikes stick out of the head of this magic weapon. While holding the morningstar, you can fire one of the spikes as a ranged attack, using your Strength modifier for the attack and damage rolls. This attack has a normal range of 100 feet and a long range of 200 feet. On a hit, the spike deals 1d8 piercing damage. Once all of the weapon's spikes have been fired, the morningstar deals bludgeoning damage instead of the piercing damage normal for a morningstar until the next dawn, at which time the spikes regrow.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "mantle-of-blood-vengeance", "fields": {"name": "Mantle of Blood Vengeance", "desc": "This red silk cloak has 3 charges and regains 1d3 expended charges daily at dawn. While wearing it, you can visit retribution on any creature that dares spill your blood. When you take piercing, slashing, or necrotic damage from a creature, you can use a reaction to expend 1 charge to turn your blood into a punishing spray. The creature that damaged you must make a DC 13 Dexterity saving throw, taking 2d10 acid damage on a failed save, or half as much damage on a successful one.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "mantle-of-the-forest-lord", "fields": {"name": "Mantle of the Forest Lord", "desc": "Created by village elders for druidic scouts to better traverse and survey the perimeters of their lands, this cloak resembles thick oak bark but bends and flows like silk. While wearing this cloak, you can use an action to cast the tree stride spell on yourself at will, except trees need not be living in order to pass through them.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "mantle-of-the-lion", "fields": {"name": "Mantle of the Lion", "desc": "This splendid lion pelt is designed to be worn across the shoulders with the paws clasped at the base of the neck. While wearing this mantle, your speed increases by 10 feet, and the mantle's lion jaws are a natural melee weapon, which you can use to make unarmed strikes. When you hit with it, the mantle's bite deals piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. In addition, if you move at least 20 feet straight toward a creature and then hit it with a melee attack on the same turn, that creature must succeed on a DC 15 Strength saving throw or be knocked prone. If a creature is knocked prone in this way, you can make an attack with the mantle's bite against the prone creature as a bonus action.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "mantle-of-the-void", "fields": {"name": "Mantle of the Void", "desc": "While wearing this midnight-blue mantle covered in writhing runes, you gain a +1 bonus to saving throws, and if you succeed on a saving throw against a spell that allows you to make a saving throw to take only half the damage or suffer partial effects, you instead take no damage and suffer none of the spell's effects.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "manual-of-exercise", "fields": {"name": "Manual of Exercise", "desc": "This book contains exercises and techniques to better perform a specific physical task, and its words are charged with magic. If you spend 24 hours over a period of 3 days or fewer studying the tome and practicing its instructions, you gain proficiency in the Strength or Dexterity-based skill (such as Athletics or Stealth) associated with the book. The manual then loses its magic, but regains it in ten years.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "manual-of-the-lesser-golem", "fields": {"name": "Manual of the Lesser Golem", "desc": "A manual of the lesser golem can be found in a book, on a scroll, etched into a piece of stone or metal, or scribed on any other medium that holds words, runes, and arcane inscriptions. Each manual of the lesser golem describes the materials needed and the process to be followed to create one type of lesser golem. The GM chooses the type of lesser golem detailed in the manual or determines the golem type randomly. To decipher and use the manual, you must be a spellcaster with at least one 2nd-level spell slot. You must also succeed on a DC 10 Intelligence (Arcana) check at the start of the first day of golem creation. If you fail the check, you must wait at least 24 hours to restart the creation process, and you take 3d6 psychic damage that can be regained only after a long rest. A lesser golem created via a manual of the lesser golem is not immortal. The magic that keeps the lesser golem intact gradually weakens until the golem finally falls apart. A lesser golem lasts exactly twice the number of days it takes to create it (see below) before losing its power. Once the golem is created, the manual is expended, the writing worthless and incapable of creating another. The statistics for each lesser golem can be found in the Creature Codex. | dice: 1d20 | Golem | Time | Cost |\n| ---------- | ---------------------- | ------- | --------- |\n| 1-7 | Lesser Hair Golem | 2 days | 100 gp |\n| 8-13 | Lesser Mud Golem | 5 days | 500 gp |\n| 14-17 | Lesser Glass Golem | 10 days | 2,000 gp |\n| 18-20 | Lesser Wood Golem | 15 days | 20,000 gp |", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "manual-of-vine-golem", "fields": {"name": "Manual of Vine Golem", "desc": "This tome contains information and incantations necessary to make a Vine Golem (see Tome of Beasts 2). To decipher and use the manual, you must be a druid with at least two 3rd-level spell slots. A creature that can't use a manual of vine golems and attempts to read it takes 4d6 psychic damage. To create a vine golem, you must spend 20 days working without interruption with the manual at hand and resting no more than 8 hours per day. You must also use powders made from rare plants and crushed gems worth 30,000 gp to create the vine golem, all of which are consumed in the process. Once you finish creating the vine golem, the book decays into ash. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "very rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "mapping-ink", "fields": {"name": "Mapping Ink", "desc": "This viscous ink is typically found in 1d4 pots, and each pot contains 3 doses. You can use an action to pour one dose of the ink onto parchment, vellum, or cloth then fold the material. As long as the ink-stained material is folded and on your person, the ink captures your footsteps and surroundings on the material, mapping out your travels with great precision. You can unfold the material to pause the mapping and refold it to begin mapping again. Deduct the time the ink maps your travels in increments of 1 hour from the total mapping time. Each dose of ink can map your travels for 8 hours.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "marvelous-clockwork-mallard", "fields": {"name": "Marvelous Clockwork Mallard", "desc": "This intricate clockwork recreation of a Tiny duck is fashioned of brass and tin. Its head is painted with green lacquer, the bill is plated in gold, and its eyes are small chips of black onyx. You can use an action to wind the mallard's key, and it springs to life, ready to follow your commands. While active, it has AC 13, 18 hit points, speed 25 ft., fly 40 ft., and swim 30 ft. If reduced to 0 hit points, it becomes nonfunctional and can't be activated again until 24 hours have passed, during which time it magically repairs itself. If damaged but not disabled, it regains any lost hit points at the next dawn. It has the following additional properties, and you choose which property to activate when you wind the mallard's key.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "masher-basher", "fields": {"name": "Masher Basher", "desc": "A favored weapon of hill giants, this greatclub appears to be little more than a thick tree branch. When you hit a giant with this magic weapon, the giant takes an extra 1d8 bludgeoning damage. When you roll a 20 on an attack roll made with this weapon, the target is stunned until the end of its next turn.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "mask-of-the-leaping-gazelle", "fields": {"name": "Mask of the Leaping Gazelle", "desc": "This painted wooden animal mask is adorned with a pair of gazelle horns. While wearing this mask, your walking speed increases by 10 feet, and your long jump is up to 25 feet with a 10-foot running start.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "mask-of-the-war-chief", "fields": {"name": "Mask of the War Chief", "desc": "These fierce yet regal war masks are made by shamans in the cold northern mountains for their chieftains. Carved from the wood of alpine trees, each mask bears the image of a different creature native to those regions. Cave Bear (Uncommon). This mask is carved in the likeness of a roaring cave bear. While wearing it, you have advantage on Charisma (Intimidation) checks. In addition, you can use an action to summon a cave bear (use the statistics of a brown bear) to serve you in battle. The bear 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 attack your enemies. In the absence of such orders, the bear acts in a fashion appropriate to its nature. It vanishes at the next dawn or when it is reduced to 0 hit points. The mask can\u2019t be used this way again until the next dawn. Behir (Very Rare). Carvings of stylized lightning decorate the closed, pointed snout of this blue, crocodilian mask. While wearing it, you have resistance to lightning damage. In addition, you can use an action to exhale lightning in a 30-foot line that is 5 feet wide Each creature in the line must make a DC 17 Dexterity saving throw, taking 3d10 lightning damage on a failed save, or half as much damage on a successful one. This mask can\u2019t be used this way again until the next dawn. Mammoth (Uncommon). This mask is carved in the likeness of a mammoth\u2019s head with a short trunk curling up between the eyes. While wearing it, you count as one size larger when determining your carrying capacity and the weight you can lift, drag, or push. In addition, you can use an action to trumpet like a mammoth. Choose up to six creatures within 30 feet of you and that can hear the trumpet. For 1 minute, each target is under the effect of the bane (if a hostile creature; save DC 13) or bless (if a friendly creature) spell (no concentration required). This mask can\u2019t be used this way again until the next dawn. Winter Wolf (Rare). Carved in the likeness of a winter wolf, this white mask is cool to the touch. While wearing it, you have resistance to cold damage. In addition, you can use an action to exhale freezing air in a 15-foot cone. Each creature in the area must make a DC 15 Dexterity saving throw, taking 3d8 cold damage on a failed save, or half as much damage on a successful one. This mask can\u2019t be used this way again until the next dawn.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "varies", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "master-anglers-tackle", "fields": {"name": "Master Angler's Tackle", "desc": "This is a set of well-worn but finely crafted fishing gear. You have advantage on any Wisdom (Survival) checks made to catch fish or other seafood when using it. If you ever roll a 1 on your check while using the tackle, roll again. If the second roll is a 20, you still fail to catch anything edible, but you pull up something interesting or valuable\u2014a bottle with a note in it, a fragment of an ancient tablet carved in ancient script, a mermaid in need of help, or similar. The GM decides what you pull up and its value, if it has one.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "matryoshka-dolls", "fields": {"name": "Matryoshka Dolls", "desc": "This antique set of four nesting dolls is colorfully painted though a bit worn from the years. When attuning to this item, you must give each doll a name, which acts as a command word to activate its properties. You must be within 30 feet of a doll to activate it. The dolls have a combined total of 5 charges, and the dolls regain all expended charges daily at dawn. The largest doll is lined with a thin sheet of lead. A spell or other effect that can sense the presence of magic, such as detect magic, reveals only the transmutation magic of the largest doll, and not any of the dolls or other small items that may be contained within it.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "mayhem-mask", "fields": {"name": "Mayhem Mask", "desc": "This goat mask with long, curving horns is carved from dark wood and framed in goat's hair. While wearing this mask, you can use its horns to make unarmed strikes. When you hit with it, your horns deal piercing damage equal to 1d6 + your Strength modifier, instead of bludgeoning damage normal for an unarmed strike. If you moved at least 15 feet straight toward the target before you attacked with the horns, the attack deals piercing damage equal to 2d6 + your Strength modifier instead. In addition, you can gaze through the eyes of the mask at one target you can see within 30 feet of you. The target must succeed on a DC 17 Wisdom saving throw or be affected as though it failed a saving throw against the confusion spell. The confusion effect lasts for 1 minute. Once used, this property of the mask can't be used again until the next dawn.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "very rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "medal-of-valor", "fields": {"name": "Medal of Valor", "desc": "You are immune to the frightened condition while you wear this medal. If you are already frightened, the effect ends immediately when you put on the medal.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "memory-philter", "fields": {"name": "Memory Philter", "desc": "This swirling liquid is the collected memory of a mortal who willingly traded that memory away to the fey. When you touch the philter, you feel a flash of the emotion contained within. You can unstopper and pour out the philter as an action, unless otherwise specified. The philter's effects take place immediately, either on you or on a creature you can see within 30 feet (your choice). If the target is unwilling, it can make a DC 15 Wisdom saving throw to resist the effect of the philter. A creature affected by a philter experiences the memory contained in the vial. A memory philter can be used only once, but the vial can be reused to store a new memory. Storing a new memory requires a few herbs, a 10-minute ritual, and the sacrifice of a memory. The required sacrifice is detailed in each entry below.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "menders-mark", "fields": {"name": "Mender's Mark", "desc": "This slender brooch is fashioned of silver and shaped in the image of an angel. You can use an action to attach this brooch to a creature, pinning it to clothing or otherwise affixing it to their person. When you cast a spell that restores hit points on the creature wearing the brooch, the spell has a range of 30 feet if its range is normally touch. Only you can transfer the brooch from one creature to another. The creature wearing the brooch can't pass it to another creature, but it can remove the brooch as an action.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "meteoric-plate", "fields": {"name": "Meteoric Plate", "desc": "This plate armor was magically crafted from plates of interlocking stone. Tiny rubies inlaid in the chest create a glittering mosaic of flames. When you fall while wearing this armor, you can tuck your knees against your chest and curl into a ball. While falling in this way, flames form around your body. You take half the usual falling damage when you hit the ground, and fire explodes from your form in a 20-foot-radius sphere. Each creature in this area must make a DC 15 Dexterity saving throw. On a failed save, a target takes fire damage equal to the falling damage you took, or half as much on a successful saving throw. The fire spreads around corners and ignites flammable objects in the area that aren't being worn or carried.", "document": 43, "page_no": null, "type": "Armor", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "minor-minstrel", "fields": {"name": "Minor Minstrel", "desc": "This four-inch high, painted, ceramic figurine animates and sings one song, typically about 3 minutes in length, when you set it down and speak the command word. The song is chosen by the figurine's original creator, and the figurine's form is typically reflective of the song's style. A red-nosed dwarf holding a mug sings a drinking song; a human figure in mourner's garb sings a dirge; a well-dressed elf with a harp sings an elven love song; or similar, though some creators find it amusing to create a figurine with a song counter to its form. If you pick up the figurine before the song finishes, it falls silent.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "mirror-of-eavesdropping", "fields": {"name": "Mirror of Eavesdropping", "desc": "This 8-inch diameter mirror is set in a delicate, silver frame. While holding this mirror within 30 feet of another mirror, you can spend 10 minutes magically connecting the mirror of eavesdropping to that other mirror. The mirror of eavesdropping can be connected to only one mirror at a time. While holding the mirror of eavesdropping within 1 mile of its connected mirror, you can use an action to speak its command word and activate it. While active, the mirror of eavesdropping displays visual information from the connected mirror, which has normal vision and darkvision out to 30 feet. The connected mirror's view is limited to the direction the mirror is facing, and it can be blocked by a solid barrier, such as furniture, a heavy cloth, or similar. You can use a bonus action to deactivate the mirror early. When the mirror has been active for a total of 10 minutes, you can't activate it again until the next dawn.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "mirrored-armor", "fields": {"name": "Mirrored Armor", "desc": "This metal armor is always polished to a mirror sheen, highly reflective, and can't be dulled. If a creature has an action or trait that requires it to gaze at you to affect you, such as a basilisk's Petrifying Gaze or a lich's Frightening Gaze, it sees its reflection in the armor and is also affected by the gaze.", "document": 43, "page_no": null, "type": "Armor", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "mnemonic-fob", "fields": {"name": "Mnemonic Fob", "desc": "This small bauble consists of a flat crescent, which binds a small disc that freely spins in its housing. Each side of the disc is intricately etched with an incomplete pillar and pyre. \nPillar of Fire. While holding this bauble, you can use an action to remove the disc, place it on the ground, and speak its command word to transform it into a 5-foot-tall flaming pillar of intricately carved stone. The pillar sheds bright light in a 20-foot radius and dim light for an additional 20 feet. It is warm to the touch, but it doesn\u2019t burn. A second command word returns the pillar to its disc form. When the pillar has shed light for a total of 10 minutes, it returns to its disc form and can\u2019t be transformed into a pillar again until the next dawn. \nRecall Magic. While holding this bauble, you can use an action to spin the disc and regain one expended 1st-level spell slot. Once used, this property can\u2019t be used again until the next dawn.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "mock-box", "fields": {"name": "Mock Box", "desc": "While you hold this small, square contraption, you can use an action to target a creature within 60 feet of you that can hear you. The target must succeed on a DC 13 Charisma saving throw or attack rolls against it have advantage until the start of its next turn.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "molten-hellfire-armor", "fields": {"name": "Molten Hellfire Armor", "desc": "This spiked armor is a dark, almost black crimson when inactive. This more powerful version of hellfire armor has 3 charges. It regains all expended charges daily at dawn. If you expend 1 charge as part of the action to make the armor glow, you can make the armor emit heat in addition to light for 1 minute. For the duration, when a creature touches you or hits you with a melee attack while within 5 feet of you, it takes 1d4 fire damage. You are immune to the armor\u2019s heat while wearing it.", "document": 43, "page_no": null, "type": "Armor", "rarity": "Uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "mongrelmakers-handbook", "fields": {"name": "Mongrelmaker's Handbook", "desc": "This thin volume holds a scant few dozen vellum pages between its mottled, scaled cover. The pages are scrawled with tight, efficient text which is broken up by outlandish pencil drawings of animals and birds combined together. With the rituals contained in this book, you can combine two or more animals into an adult hybrid of all creatures used. Each ritual requires the indicated amount of time, the indicated cost in mystic reagents, a live specimen of each type of creature to be combined, and enough floor space to draw a combining rune which encircles the component creatures. Once combined, the hybrid creature is a typical example of its new kind, though some aesthetic differences may be detectable. You can't control the creatures you create with this handbook, though the magic of the combining ritual prevents your creations from attacking you for the first 24 hours of their new lives. | Creature | Time | Cost | Component Creatures |\n| ---------------- | -------- | -------- | -------------------------------------------------------- |\n| Flying Snake | 10 mins | 10 gp | A poisonous snake and a Small or smaller bird of prey |\n| Leonino | 10 mins | 15 gp | A cat and a Small or smaller bird of prey |\n| Wolpertinger | 10 mins | 20 gp | A rabbit, a Small or smaller bird of prey, and a deer |\n| Carbuncle | 1 hour | 500 gp | A cat and a bird of paradise |\n| Cockatrice | 1 hour | 150 gp | A lizard and a domestic bird such as a chicken or turkey |\n| Death Dog | 1 hour | 100 gp | A dog and a rooster |\n| Dogmole | 1 hour | 175 gp | A dog and a mole |\n| Hippogriff | 1 hour | 200 gp | A horse and a giant eagle |\n| Bearmit crab | 6 hours | 600 gp | A brown bear and a giant crab |\n| Griffon | 6 hours | 600 gp | A lion and a giant eagle |\n| Pegasus | 6 hours | 1,000 gp | A white horse and a giant owl |\n| Manticore | 24 hours | 2,000 gp | A lion, a porcupine, and a giant bat |\n| Owlbear | 24 hours | 2,000 gp | A brown bear and a giant eagle |", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "very rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "monkeys-paw-of-fortune", "fields": {"name": "Monkey's Paw of Fortune", "desc": "This preserved monkey's paw hangs on a simple leather thong. This paw helps you alter your fate. If you are wearing this paw when you fail an attack roll, ability check, or saving throw, you can use your reaction to reroll the roll with a +10 bonus. You must take the second roll. When you use this property of the paw, one of its fingers curls tight to the palm. When all five fingers are curled tightly into a fist, the monkey's paw loses its magic.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "very rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "moon-through-the-trees", "fields": {"name": "Moon Through the Trees", "desc": "This charm is comprised of six polished river stones bound into the shape of a star with glue made from the connective tissues of animals. The reflective surfaces of the stones shimmer with a magical iridescence. While you are within 20 feet of a living tree, you can use a bonus action to become invisible for 1 minute. While invisible, you can use a bonus action to become visible. If you do, each creature of your choice within 30 feet of you must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this charm's blinding feature for the next 24 hours.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "moonfield-lens", "fields": {"name": "Moonfield Lens", "desc": "This lens is rainbow-hued and protected by a sturdy leather case. It has 4 charges, and it regains 1d3 + 1 expended charges daily at dawn. As an action, you can hold the lens to your eye, speak its command word, and expend 2 charges to cause one of the following effects: - *** Find Loved One.** You know the precise location of one creature you love (platonic, familial, or romantic). This knowledge extends into other planes. - *** True Path.** For 1 hour, you automatically succeed on all Wisdom (Survival) checks to navigate in the wild. If you are underground, you automatically know the most direct route to reach the surface.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "very rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "moonsteel-weapon", "fields": {"name": "Moonsteel Weapon", "desc": "The blade of this magic weapon seems to shine from within with a pale, white light. The weapon deals an extra 1d6 radiant damage to any creature it hits. If the creature is a shapechanger or any other creature not in its true form, it becomes frightened until the start of your next turn. At the start of its turn, a creature frightened in this way must succeed on a DC 13 Charisma saving throw or immediately return to its true form. For the purpose of this weapon, \u201cshapechanger\u201d refers to any creature with the Shapechanger trait.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "mordant-blade", "fields": {"name": "Mordant Blade", "desc": "You can use a bonus action to speak this magic weapon's command word, causing the blade to weep a caustic, green acid. While weeping acid, the weapon deals an extra 2d6 acid damage to any target it hits. The weapon continues to weep acid until you use a bonus action to speak the command word again or you sheathe or drop the weapon.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "mountain-hewer", "fields": {"name": "Mountain Hewer", "desc": "You gain a +2 bonus to attack and damage rolls made with this magic weapon. The massive head of this axe is made from chiseled stone lashed to its haft by thick rope and leather strands. Small chips of stone fall from its edge intermittently, though it shows no sign of damage or wear. You can use your action to speak the command word to cause small stones to float and swirl around the axe, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. The light remains until you use a bonus action to speak the command word again or until you drop or sheathe the axe. As a bonus action, choose a creature you can see. For 1 minute, that creature must succeed on a DC 15 Wisdom saving throw each time it is damaged by the axe or become frightened until the end of your next turn. Creatures of Large size or greater have disadvantage on this save. Once used, this property of the axe can't be used again until the next dawn.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "very rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "mountaineers-crossbow", "fields": {"name": "Mountaineer's Crossbow", "desc": "This crossbow has a weathered look, and scenes of mountains are etched across its stock. An adamantine grappling hook and cable are built into this magic crossbow. While no ammunition is loaded in the crossbow, you can use an action to fire the grappling hook at a surface, structure, precipice, or other similar location that you can see within 60 feet of you. The grappling hook magically attaches to the surface and connects to the crossbow via an adamantine cable. While the grappling hook is attached to a surface and you are holding the crossbow, you can use an action to speak a command word to reel yourself and up to 1,000 pounds of willing creatures and objects connected to you to the surface. Speaking a second command word as a bonus action releases the grappling hook from the surface, reattaching it to the crossbow, and winds the cable back into a tiny pocket dimension inside the crossbow. This cable has AC 12, 20 hit points, and immunity to all damage except acid, lightning, and slashing damage from adamantine weapons. If the cable drops to 0 hit points, the crossbow can't be used in this way again until 24 hours have passed.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "muffled-armor", "fields": {"name": "Muffled Armor", "desc": "This magical armor is laid with enchantments to mute its noise and ease movement, even muting and dulling its colors and shine when you attempt to conceal yourself. While wearing this armor, you don't have disadvantage on Dexterity (Stealth) checks as a result of wearing the armor, but you might still have disadvantage on such checks from other effects.", "document": 43, "page_no": null, "type": "Armor", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "mug-of-merry-drinking", "fields": {"name": "Mug of Merry Drinking", "desc": "While you hold this broad, tall mug, any liquid placed inside it warms or cools to exactly the temperature you want it, though the mug can't freeze or boil the liquid. If you drop the mug or it is knocked from your hand, it always lands upright without spilling its contents.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "mutineers-blade", "fields": {"name": "Mutineer's Blade", "desc": "This finely balanced scimitar has an elaborate brass hilt. You gain a +2 bonus on attack and damage rolls made with this magic weapon. You can use a bonus action to speak the scimitar's command word, causing the blade to shed bright green light in a 10-foot radius and dim light for an additional 10 feet. The light lasts until you use a bonus action to speak the command word again or until you drop or sheathe the scimitar. When you roll a 20 on an attack roll made with this weapon, the target is overcome with the desire for mutiny. On the target's next turn, it must make one attack against its nearest ally, then the effect ends, whether or not the attack was successful.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "nameless-cults", "fields": {"name": "Nameless Cults", "desc": "This dubious old book, bound in heavy leather with iron hasps, details the forbidden secrets and monstrous blasphemy of a multitude of nightmare cults that worship nameless and ghastly entities. It reads like the monologue of a maniac, illustrated with unsettling glyphs and filled with fluctuating moments of vagueness and clarity. The tome is a spellbook that contains the following spells, all of which can be found in the Mythos Magic Chapter of Deep Magic for 5th Edition: black goat's blessing, curse of Yig, ectoplasm, eldritch communion, emanation of Yoth, green decay, hunger of Leng, mind exchange, seed of destruction, semblance of dread, sign of Koth, sleep of the deep, summon eldritch servitor, summon avatar, unseen strangler, voorish sign, warp mind and matter, and yellow sign. At the GM's discretion, the tome can contain other spells similarly related to the Great Old Ones. While attuned to the book, you can reference it whenever you make an Intelligence check to recall information about any aspect of evil or the occult, such as lore about Great Old Ones, mythos creatures, or the cults that worship them. When doing so, your proficiency bonus for that check is doubled.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "legendary", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "necromantic-ink", "fields": {"name": "Necromantic Ink", "desc": "The scent of death and decay hangs around this grey ink. It is typically found in 1d4 pots, and each pot contains 2 doses. If you spend 1 minute using one dose of the ink to draw symbols of death on a dead creature that has been dead no longer than 10 days, you can imbue the creature with the ink's magic. The creature rises 24 hours later as a skeleton or zombie (your choice), unless the creature is restored to life or its body is destroyed. You have no control over the undead creature.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "neutralizing-bead", "fields": {"name": "Neutralizing Bead", "desc": "This hard, gritty, flavorless bead can be dissolved in liquid or powdered between your fingers and sprinkled over food. Doing so neutralizes any poisons that may be present. If the food or liquid is poisoned, it takes on a brief reddish hue where it makes contact with the bead as the bead dissolves. Alternatively, you can chew and swallow the bead and gain the effects of an antitoxin.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "nithing-pole", "fields": {"name": "Nithing Pole", "desc": "This pole is crafted to exact retribution for an act of cowardice or dishonor. It's a sturdy wooden stave, 6 to 10 feet long, carved with runes that name the dishonored target of the pole's curse. The carved shaft is draped in horsehide, topped with a horse's skull, and placed where its target is expected to pass by. Typically, the pole is driven into the ground or wedged into a rocky cleft in a remote spot where the intended victim won't see it until it's too late. The pole is created to punish a specific person for a specific crime. The exact target must be named on the pole; a generic identity such as \u201cthe person who blinded Lars Gustafson\u201d isn't precise enough. The moment the named target approaches within 333 feet, the pole casts bestow curse (with a range of 333 feet instead of touch) on the target. The DC for the target's Wisdom saving throw is 15. If the saving throw is successful, the pole recasts the spell at the end of each round until the saving throw fails, the target retreats out of range, or the pole is destroyed. Anyone other than the pole's creator who tries to destroy or knock down the pole is also targeted by a bestow curse spell, but only once. The effect of the curse is set when the pole is created, and the curse lasts 8 hours without requiring concentration. The pole becomes nonmagical once it has laid its curse on its intended target. An untriggered and forgotten nithing pole remains dangerous for centuries.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "nullifiers-lexicon", "fields": {"name": "Nullifier's Lexicon", "desc": "This book has a black leather cover with silver bindings and a silver front plate. Void Speech glyphs adorn the front plate, which is pitted and tarnished. The pages are thin sheets of corrupted brass and are inscribed with more blasphemous glyphs. While you are attuned to the lexicon, you can speak, read, and write Void Speech, and you know the crushing curse* cantrip. At the GM's discretion, you know the chill touch cantrip instead.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "very rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "oakwood-wand", "fields": {"name": "Oakwood Wand", "desc": "You can use this wand as a spellcasting focus. The wand has 3 charges and regains 1d3 expended charges daily at dawn. While holding it, you can expend 1 charge as an action to cast the detect poison and disease spell from it. When you cast a spell that deals cold damage while using this wand as your spellcasting focus, the spell deals 1 extra cold damage.", "document": 43, "page_no": null, "type": "Wand", "rarity": "common", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "octopus-bracers", "fields": {"name": "Octopus Bracers", "desc": "These bronze bracers are etched with depictions of frolicking octopuses. While wearing these bracers, you can use an action to speak their command word and transform your arms into tentacles. You can use a bonus action to repeat the command word and return your arms to normal. The tentacles are natural melee weapons, which you can use to make unarmed strikes. Your reach extends by 5 feet while your arms are tentacles. When you hit with a tentacle, it deals bludgeoning damage equal to 1d8 + your Strength or Dexterity modifier (your choice). If you hit a creature of your size or smaller than you, it is grappled. Each tentacle can grapple only one target. While grappling a target with a tentacle, you can't attack other creatures with that tentacle. While your arms are tentacles, you can't wield weapons that require two hands, and you can't wield shields. In addition, you can't cast a spell that has a somatic component. When the bracers' property has been used for a total of 10 minutes, the magic ceases to function until the next dawn.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "oculi-of-the-ancestor", "fields": {"name": "Oculi of the Ancestor", "desc": "An intricately depicted replica of an eyeball, right down to the blood vessels and other fine details, this item is carved from sacred hardwoods by soothsayers using a specialized ceremonial blade handcrafted specifically for this purpose. When you use an action to place the orb within the eye socket of a skull, it telepathically shows you the last thing that was experienced by the creature before it died. This lasts for up to 1 minute and is limited to only what the creature saw or heard in the final moments of its life. The orb can't show you what the creature might have detected using another sense, such as tremorsense.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "odd-bodkin", "fields": {"name": "Odd Bodkin", "desc": "This dagger has a twisted, jagged blade. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a creature other than a construct or an undead with this weapon, it loses 1d4 hit points at the start of each of its turns from a jagged wound. Each time you successfully hit the wounded target with this dagger, the damage dealt by the wound increases by 1d4. Any creature can take an action to stanch the wound with a successful DC 11 Wisdom (Medicine) check. The wound also closes if the wounded creature receives magical healing.", "document": 43, "page_no": null, "type": "Dagger", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "odorless-oil", "fields": {"name": "Odorless Oil", "desc": "This odorless, colorless oil can cover a Medium or smaller object or creature, along with the equipment the creature is wearing or carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. For 1 hour, the affected target gives off no scent, can't be tracked by scent, and can't be detected with Wisdom (Perception) checks that rely on smell.", "document": 43, "page_no": null, "type": "Potion", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "ogres-pot", "fields": {"name": "Ogre's Pot", "desc": "This cauldron boils anything placed inside it, whether venison or timber, to a vaguely edible paste. A spoonful of the paste provides enough nourishment to sustain a creature for one day. As a bonus action, you can speak the pot's command word and force it to roll directly to you at a speed of 40 feet per round as long as you and the pot are on the same plane of existence. It follows the shortest possible path, stopping when it moves to within 5 feet of you, and it bowls over or knocks down any objects or creatures in its path. A creature in its path must succeed on a DC 13 Dexterity saving throw or take 2d6 bludgeoning damage and be knocked prone. When this magic pot comes into contact with an object or structure, it deals 4d6 bludgeoning damage. If the damage doesn't destroy or create a path through the object or structure, the pot continues to deal damage at the end of each round, carving a path through the obstacle.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "oil-of-concussion", "fields": {"name": "Oil of Concussion", "desc": "You can apply this thick, gray oil to one bludgeoning weapon or up to 5 pieces of bludgeoning ammunition. Applying the oil takes 1 minute. For 1 hour, any attack with the coated item scores a critical hit on a roll of 19 or 20.", "document": 43, "page_no": null, "type": "Potion", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "oil-of-defoliation", "fields": {"name": "Oil of Defoliation", "desc": "Sometimes known as weedkiller oil, this greasy amber fluid contains the crushed husks of dozens of locusts. One vial of the oily substance can coat one weapon or up to 5 pieces of ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item deals an extra 1d6 necrotic damage to plants or plant creatures on a successful hit. The oil can also be applied directly to a willing, restrained, or immobile plant or plant creature. In this case, the substance deals 4d6 necrotic damage, which is enough to kill most ordinary plant life smaller than a large tree.", "document": 43, "page_no": null, "type": "Potion", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "oil-of-extreme-bludgeoning", "fields": {"name": "Oil of Extreme Bludgeoning", "desc": "This viscous indigo-hued oil smells of iron. The oil can coat one bludgeoning weapon or up to 5 pieces of bludgeoning ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical, has a +1 bonus to attack and damage rolls, and deals an extra 1d4 force damage on a hit.", "document": 43, "page_no": null, "type": "Potion", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "oil-of-numbing", "fields": {"name": "Oil of Numbing", "desc": "This astringent-smelling oil stings slightly when applied to flesh, but the feeling quickly fades. The oil can cover a Medium or smaller creature (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. For 1 hour, the affected creature has advantage on Constitution saving throws to maintain its concentration on a spell when it takes damage, and it has advantage on ability checks and saving throws made to endure pain. However, the affected creature's flesh is slightly numbed and senseless, and it has disadvantage on ability checks that require fine motor skills or a sense of touch.", "document": 43, "page_no": null, "type": "Potion", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "oil-of-sharpening", "fields": {"name": "Oil of Sharpening", "desc": "You can apply this fine, silvery oil to one piercing or slashing weapon or up to 5 pieces of piercing or slashing ammunition. Applying the oil takes 1 minute. For 1 hour, any attack with the coated item scores a critical hit on a roll of 19 or 20.", "document": 43, "page_no": null, "type": "Potion", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "oni-mask", "fields": {"name": "Oni Mask", "desc": "This horned mask is fashioned into the fearsome likeness of a pale oni. The mask has 6 charges for the following properties. The mask regains 1d6 expended charges daily at dawn. Spells. While wearing the mask, you can use an action to expend 1 or more of its charges to cast one of the following spells (save DC 15): charm person (1 charge), invisibility (2 charges), or sleep (1 charge). Change Shape. You can expend 3 charges as an action to magically polymorph into a Small or Medium humanoid, into a Large giant, or back into your true form. Other than your size, your statistics are the same in each form. The only equipment that is transformed is your weapon, which enlarges or shrinks so that it can be wielded in any form. If you die, you revert to your true form, and your weapon reverts to its normal size.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "oracle-charm", "fields": {"name": "Oracle Charm", "desc": "This small charm resembles a human finger bone engraved with runes and complicated knotwork patterns. As you contemplate a specific course of action that you plan to take within the next 30 minutes, you can use an action to snap the charm in half to gain the benefit of an augury spell. Once used, the charm is destroyed.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "orb-of-enthralling-patterns", "fields": {"name": "Orb of Enthralling Patterns", "desc": "This plain, glass orb shimmers with iridescence. While holding this orb, you can use an action to speak its command word, which causes it to levitate and emit multicolored light. Each creature other than you within 10 feet of the orb must succeed on a DC 13 Wisdom saving throw or look at only the orb for 1 minute. For the duration, a creature looking at the orb has disadvantage on Wisdom (Perception) checks to perceive anything that is not the orb. Creatures that failed the saving throw have no memory of what happened while they were looking at the orb. Once used, the orb can't be used again until the next dawn.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "orb-of-obfuscation", "fields": {"name": "Orb of Obfuscation", "desc": "Originally fashioned in the laboratory of the archmage Lugax for his good natured but often roguish friend, Kennich, these spherical ceramic containers are the size of a large human fist. Arcane sigils decorate each orb, detailing its properties to those capable of reading the sigils. The magic-infused chemicals in each orb must be briefly exposed to air before being thrown to activate them. A metal rod sits in the cork of each orb, allowing you to quickly twist open the container before throwing it. Typically, 1d4 + 1 orbs of obfuscation are found together. You can use an action to activate and throw the orb up to 60 feet. The orb explodes on impact and is destroyed. The orb's effects are determined by its type. Orb of Obfuscation (Uncommon). This orb is a dark olive color with a stripe of bright blue paint encircling it. When activated, the orb releases an opaque grey gas and creates a 30-foot-radius sphere of this gas centered on the point where the orb landed. The sphere spreads around corners, and its area is heavily obscured. The magical gas also dampens sound. Each creature in the gas can hear only sounds originating within 5 feet of it, and creatures outside of the gas can\u2019t hear sounds originating inside the gas. The gas lasts for 5 minutes or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. Explosive Orb of Obfuscation (Rare). This oblong orb has a putty grey color with a stripe of yellow paint encircling it. When activated, this orb releases the same opaque grey gas as the orb of obfuscation. In addition to the effects of that gas, this orb also releases a burst of caustic chemicals on impact. Each creature within a 15-foot radius of where the orb landed must make a DC 15 Dexterity saving throw, taking 4d4 acid damage on a failed save, or half as much damage on a successful one. If a creature fails this saving throw, the chemicals cling to it for 1 minute. At the end of each of its turns, the creature must succeed on a DC 15 Constitution saving throw or take 2d4 acid damage from the clinging chemicals. Any creature can take an action to remove the clinging chemicals with a successful DC 15 Wisdom (Medicine) check.", "document": 43, "page_no": null, "type": "Potion", "rarity": "varies", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "ouroboros-amulet", "fields": {"name": "Ouroboros Amulet", "desc": "Carved in the likeness of a serpent swallowing its own tail, this circular jade amulet is frequently worn by serpentfolk mystics and the worshippers of dark and forgotten gods. While wearing this amulet, you have advantage on saving throws against being charmed. In addition, you can use an action to cast the suggestion spell (save DC 13). The amulet can't be used this way again until the next dawn.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "pact-paper", "fields": {"name": "Pact Paper", "desc": "This smooth paper is like vellum but is prepared from dozens of scales cast off by a Pact Drake (see Creature Codex). A contract can be inked on this paper, and the paper limns all falsehoods on it with a fiery glow. A command word clears the paper, allowing for several drafts. Another command word locks the contract in place and leaves space for signatures. Creatures signing the contract are afterward bound by the contract with all other signatories alerted when one of the signatories breaks the contract. The creature breaking the contract must succeed on a DC 15 Charisma saving throw or become blinded, deafened, and stunned for 1d6 minutes. A creature can repeat the saving throw at the end of each of minute, ending the conditions on itself on a success. After the conditions end, the creature has disadvantage on saving throws until it finishes a long rest. Once a contract has been locked in place and signed, the paper can't be cleared. If the contract has a duration or stipulation for its end, the pact paper is destroyed when the contract ends, releasing all signatories from any further obligations and immediately ending any effects on them.", "document": 43, "page_no": null, "type": "Scroll", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "parasol-of-temperate-weather", "fields": {"name": "Parasol of Temperate Weather", "desc": "This fine, cloth-wrapped 2-foot-long pole unfolds into a parasol with a diameter of 3 feet, which is large enough to cover one Medium or smaller creature. While traveling under the parasol, you ignore the drawbacks of traveling in hot weather or a hot environment. Though it protects you from the sun's heat in the desert or geothermal heat in deep caverns, the parasol doesn't protect you from damage caused by super-heated environments or creatures, such as lava or an azer's Heated Body trait, or magic that deals fire damage, such as the fire bolt spell.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "pavilion-of-dreams", "fields": {"name": "Pavilion of Dreams", "desc": "This foot-long box is 6 inches wide and 6 inches deep. With 1 minute of work, the box's poles and multicolored silks can be unfolded into a pavilion expansive enough to sleep eight Medium or smaller creatures comfortably. The pavilion can stand in winds of up to 60 miles per hour without suffering damage or collapsing, and its interior remains comfortable and dry no matter the weather conditions or temperature outside. Creatures who sleep within the pavilion are immune to spells and other magical effects that would disrupt their sleep or negatively affect their dreams, such as the monstrous messenger version of the dream spell or a night hag's Nightmare Haunting. Creatures who take a long rest in the pavilion, and who sleep for at least half that time, have shared dreams of future events. Though unclear upon waking, these premonitions sit in the backs of the creatures' minds for the next 24 hours. Before the duration ends, a creature can call on the premonitions, expending them and immediately gaining one of the following benefits.\n- If you are surprised during combat, you can choose instead to not be surprised.\n- If you are not surprised at the beginning of combat, you have advantage on the initiative roll.\n- You have advantage on a single attack roll, ability check, or saving throw.\n- If you are adjacent to a creature that is attacked, you can use a reaction to interpose yourself between the creature and the attack. You become the new target of the attack.\n- When in combat, you can use a reaction to distract an enemy within 30 feet of you that attacks an ally you can see. If you do so, the enemy has disadvantage on the attack roll.\n- When an enemy uses the Disengage action, you can use a reaction to move up to your speed toward that enemy. Once used, the pavilion can't be used again until the next dusk.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "very rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "pearl-of-diving", "fields": {"name": "Pearl of Diving", "desc": "This white pearl shines iridescently in almost any light. While underwater and grasping the pearl, you have resistance to cold damage and to bludgeoning damage from nonmagical attacks.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "periapt-of-eldritch-knowledge", "fields": {"name": "Periapt of Eldritch Knowledge", "desc": "This pendant consists of a hollow metal cylinder on a fine, silver chain and is capable of holding one scroll. When you put a spell scroll in the pendant, it is added to your list of known or prepared spells, but you must still expend a spell slot to cast it. If the spell has more powerful effects when cast at a higher level, you can expend a spell slot of a higher level to cast it. If you have metamagic options, you can apply any metamagic option you know to the spell, expending sorcery points as normal. When you cast the spell, the spell scroll isn't consumed. If the spell on the spell scroll isn't on your class's spell list, you can't cast it unless it is half the level of the highest spell level you can cast (minimum level 1). The pendant can hold only one scroll at a time, and you can remove or replace the spell scroll in the pendant as an action. When you remove or replace the spell scroll, you don't immediately regain spell slots expended on the scroll's spell. You regain expended spell slots as normal for your class.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "periapt-of-proof-against-lies", "fields": {"name": "Periapt of Proof Against Lies", "desc": "A pendant fashioned from the claw or horn of a Pact Drake (see Creature Codex) is affixed to a thin gold chain. While you wear it, you know if you hear a lie, but this doesn't apply to evasive statements that remain within the boundaries of the truth. If you lie while wearing this pendant, you become poisoned for 10 minutes.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "pestilent-spear", "fields": {"name": "Pestilent Spear", "desc": "The head of this spear is deadly sharp, despite the rust and slimy residue on it that always accumulate no matter how well it is cleaned. When you hit a creature with this magic weapon, it must succeed on a DC 13 Constitution saving throw or contract the sewer plague disease.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "phase-mirror", "fields": {"name": "Phase Mirror", "desc": "Unlike other magic items, multiple creatures can attune to the phase mirror by touching it as part of the same short rest. A creature remains attuned to the mirror as long as it is on the same plane of existence as the mirror or until it chooses to end its attunement to the mirror during a short rest. Phase mirrors look almost identical to standard mirrors, but their surfaces are slightly clouded. These mirrors are found in a variety of sizes, from handheld to massive disks. The larger the mirror, the more power it can take in, and consequently, the more creatures it can affect. When it is created, a mirror is connected to a specific plane. The mirror draws in starlight and uses that energy to move between its current plane and its connected plane. While holding or touching a fully charged mirror, an attuned creature can use an action to speak the command word and activate the mirror. When activated, the mirror transports all creatures attuned to it to the mirror's connected plane or back to the Material Plane at a destination of the activating creature's choice. This effect works like the plane shift spell, except it transports only attuned creatures, regardless of their distance from each other, and the destination must be on the Material Plane or the mirror's connected plane. If the mirror is broken, its magic ends, and each attuned creature is trapped in whatever plane it occupies when the mirror breaks. Once activated, the mirror stays active for 24 hours and any attuned creature can use an action to transport all attuned creatures back and forth between the two planes. After these 24 hours have passed, the power drains from the mirror, and it can't be activated again until it is recharged. Each phase mirror has a different recharge time and limit to the number of creatures that can be attuned to it, depending on the mirror's size.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "varies", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "phidjetz-spinner", "fields": {"name": "Phidjetz Spinner", "desc": "This dart was crafted by the monk Phidjetz, a martial recluse obsessed with dragons. The spinner consists of a golden central disk with four metal dragon heads protruding symmetrically from its center point: one red, one white, one blue and one black. As an action, you can spin the disk using the pinch grip in its center. You choose a single target within 30 feet and make a ranged attack roll. The spinner then flies at the chosen target. Once airborne, each dragon head emits a blast of elemental energy appropriate to its type. When you hit a creature, determine which dragon head affects it by rolling a d4 on the following chart. | d4 | Effect |\n| --- | ---------------------------------------------------------------------------------------------------------------------------------------------------------- |\n| 1 | Red. The target takes 1d6 fire damage and combustible materials on the target ignite, doing 1d4 fire damage each turn until it is put out. |\n| 2 | White. The target takes 1d6 cold damage and is restrained until the start of your next turn. |\n| 3 | Blue. The target takes 1d6 lightning damage and is paralyzed until the start of your next turn. |\n| 4 | Black. The target takes 1d6 acid damage and is poisoned until the start of your next turn. | After the attack, the spinner flies up to 60 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "philter-of-luck", "fields": {"name": "Philter of Luck", "desc": "When you drink this vibrant green, effervescent potion, you gain a finite amount of good fortune. Roll a d3 to determine where your fortune falls: ability checks (1), saving throws (2), or attack rolls (3). When you make a roll associated with your fortune, you can choose to tap into your good fortune and reroll the d20. This effect ends after you tap into your good fortune or when 1 hour has passed. | d3 | Use fortune for |\n| --- | --------------- |\n| 1 | ability checks |\n| 2 | saving throws |\n| 3 | attack rolls |", "document": 43, "page_no": null, "type": "Potion", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "phoenix-ember", "fields": {"name": "Phoenix Ember", "desc": "This egg-shaped red and black stone is hot to the touch. An ancient, fossilized phoenix egg, the stone holds the burning essence of life and rebirth. While you are carrying the stone, you have resistance to fire damage. Fiery Rebirth. If you drop to 0 hit points while carrying the stone, you can drop to 1 hit point instead. If you do, a wave of flame bursts out from you, filling the area within 20 feet of you. Each of your enemies in the area must make a DC 17 Dexterity saving throw, taking 8d6 fire damage on a failed save, or half as much damage on a successful one. Once used, this property can\u2019t be used again until the next dawn, and a small, burning crack appears in the egg\u2019s surface. Spells. The stone has 3 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it: revivify (1 charge), raise dead (2 charges), or resurrection (3 charges, the spell functions as long as some bit of the target\u2019s body remains, even just ashes or dust). If you expend the last charge, roll a d20. On a 1, the stone shatters into searing fragments, and a firebird (see Tome of Beasts) arises from the ashes. On any other roll, the stone regains 1d3 charges.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "legendary", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "pick-of-ice-breaking", "fields": {"name": "Pick of Ice Breaking", "desc": "The metal head of this war pick is covered in tiny arcane runes. You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the war pick to attack a construct, elemental, fey, or other creature made almost entirely of ice or snow. When you roll a 20 on an attack roll made with this weapon against such a creature, the target takes an extra 2d8 piercing damage. When you hit an object made of ice or snow with this weapon, the object doesn't have a damage threshold when determining the damage you deal to it with this weapon.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "pipes-of-madness", "fields": {"name": "Pipes of Madness", "desc": "You must be proficient with wind instruments to use these strange, pale ivory pipes. They have 5 charges. You can use an action to play them and expend 1 charge to emit a weird strain of alien music that is audible up to 600 feet away. Choose up to three creatures within 60 feet of you that can hear you play. Each target must succeed on a DC 15 Wisdom saving throw or be affected as if you had cast the confusion spell on it. The pipes regain 1d4 + 1 expended charges daily at dawn.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "pistol-of-the-umbral-court", "fields": {"name": "Pistol of the Umbral Court", "desc": "This hand crossbow is made from coal-colored wood. Its limb is made from cold steel and boasts engravings of sharp teeth. The barrel is magically oiled and smells faintly of ash. The grip is made from rough leather. You gain a +2 bonus on attack and damage rolls made with this magic weapon. When you hit with an attack with this weapon, you can force the target of your attack to succeed on a DC 15 Strength saving throw or be pushed 5 feet away from you. The target takes damage, as normal, whether it was pushed away or not. As a bonus action, you can increase the distance creatures are pushed to 20 feet for 1 minute. If the creature strikes a solid object before the movement is complete, it takes 1d6 bludgeoning damage for every 10 feet traveled. Once used, this property of the crossbow can't be used again until the next dawn.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "very rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "plumb-of-the-elements", "fields": {"name": "Plumb of the Elements", "desc": "This four-faceted lead weight is hung on a long leather strip, which can be wound around the haft or handle of any melee weapon. You can remove the plumb and transfer it to another weapon whenever you wish. Weapons with the plumb attached to it deal additional force damage equal to your proficiency bonus (up to a maximum of 3). As an action, you can activate the plumb to change this additional damage type to fire, cold, lightning, or back to force.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "plunderers-sea-chest", "fields": {"name": "Plunderer's Sea Chest", "desc": "This oak chest, measuring 3 feet by 5 feet by 3 feet, is secured with iron bands, which depict naval combat and scenes of piracy. The chest opens into an extradimensional space that can hold up to 3,500 cubic feet or 15,000 pounds of material. The chest always weighs 200 pounds, regardless of its contents. Placing an item in the sea chest follows the normal rules for interacting with objects. Retrieving an item from the chest requires you to use an action. When you open the chest to access a specific item, that item is always magically on top. If the chest is destroyed, its contents are lost forever, though an artifact that was inside always turns up again, somewhere. If a bag of holding, portable hole, or similar object is placed within the chest, that item and the contents of the chest are immediately destroyed, and the magic of the chest is disrupted for one day, after which the chest resumes functioning as normal.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "pocket-oasis", "fields": {"name": "Pocket Oasis", "desc": "When you unfold and throw this 5-foot by 5-foot square of black cloth into the air as an action, it creates a portal to an oasis hidden within an extra-dimensional space. A pool of shallow, fresh water fills the center of the oasis, and bountiful fruit and nut trees grow around the pool. The fruits and nuts from the trees provide enough nourishment for up to 10 Medium creatures. The air in the oasis is pure, cool, and even a little crisp, and the environment is free from harmful effects. When creatures enter the extra-dimensional space, they are protected from effects and creatures outside the oasis as if they were in the space created by a rope trick spell, and a vine dangles from the opening in place of a rope, allowing access to the oasis. The effect lasts for 24 hours or until all the creatures leave the extra-dimensional oasis, whichever occurs first. Any creatures still inside the oasis at the end of 24 hours are harmlessly ejected. Once used, the pocket oasis can't be used again for 24 hours.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "very rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "pocket-spark", "fields": {"name": "Pocket Spark", "desc": "What looks like a simple snuff box contains a magical, glowing ember. Though warm to the touch, the ember can be handled without damage. It can be used to ignite flammable materials quickly. Using it to light a torch, lantern, or anything else with abundant, exposed fuel takes a bonus action. Lighting any other fire takes an action. The ember is consumed when used. If the ember is consumed, the box creates a new ember at dawn.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "poison-strand", "fields": {"name": "Poison Strand", "desc": "When you hit with an attack using this magic whip, the target takes an extra 2d4 poison damage. If you hold one end of the whip and use an action to speak its command word, the other end magically extends and darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 17 Dexterity saving throw or become restrained. While restrained, the target takes 2d4 poison damage at the start of each of its turns, and you can use an action to pull the target up to 20 feet toward you. If you would move the target into damaging terrain, such as lava or a pit, it can make a DC 17 Strength saving throw. On a success, the target isn't pulled toward you. You can't use the whip to make attacks while it is restraining a target, and if you release your end of the whip, the target is no longer restrained. The restrained target can use an action to make a DC 17 Strength (Athletics) or Dexterity (Acrobatics) check (target's choice). On a success, the target is no longer restrained by the whip. When the whip has restrained creatures for a total of 1 minute, you can't restrain a creature with the whip again until the next dawn.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "very rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "potent-cure-all", "fields": {"name": "Potent Cure-All", "desc": "The milky liquid in this bottle shimmers when agitated, as small, glittering particles swirl within it. When you drink this potion, it reduces your exhaustion level by one, removes any reduction to one of your ability scores, removes the blinded, deafened, paralyzed, and poisoned conditions, and cures you of any diseases currently afflicting you.", "document": 43, "page_no": null, "type": "Potion", "rarity": "legendary", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "potion-of-air-breathing", "fields": {"name": "Potion of Air Breathing", "desc": "This potion's pale blue fluid smells like salty air, and a seagull's feather floats in it. You can breathe air for 1 hour after drinking this potion. If you could already breathe air, this potion has no effect.", "document": 43, "page_no": null, "type": "Potion", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "potion-of-bad-taste", "fields": {"name": "Potion of Bad Taste", "desc": "This brown, sludgy potion tastes extremely foul. When you drink this potion, the taste of your flesh is altered to be unpalatable for 1 hour. During this time, if a creature hits you with a bite attack, it must succeed on a DC 10 Constitution saving throw or spend its next action gagging and retching. A creature with an Intelligence of 4 or lower avoids biting you again unless compelled or commanded by an outside force or if you attack it.", "document": 43, "page_no": null, "type": "Potion", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "potion-of-bouncing", "fields": {"name": "Potion of Bouncing", "desc": "A small, red sphere bobs up and down in the clear, effervescent liquid inside this bottle but disappears when the bottle is opened. When you drink this potion, your body becomes rubbery, and you are immune to falling damage for 1 hour. If you fall at least 10 feet, your body bounces back the same distance. As a reaction while falling, you can angle your fall and position your legs to redirect this distance. For example, if you fall 60 feet, you can redirect your bounce to propel you 30 feet up and 30 feet forward from the position where you landed.", "document": 43, "page_no": null, "type": "Potion", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "potion-of-buoyancy", "fields": {"name": "Potion of Buoyancy", "desc": "When you drink this clear, effervescent liquid, your body becomes unnaturally buoyant for 1 hour. When you are immersed in water or other liquids, you rise to the surface (at a rate of up to 30 feet per round) to float and bob there. You have advantage on Strength (Athletics) checks made to swim or stay afloat in rough water, and you automatically succeed on such checks in calm waters.", "document": 43, "page_no": null, "type": "Potion", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "potion-of-dire-cleansing", "fields": {"name": "Potion of Dire Cleansing", "desc": "For 1 hour after drinking this potion, you have resistance to poison damage, and you have advantage on saving throws against being blinded, deafened, paralyzed, and poisoned. In addition, if you are poisoned, this potion neutralizes the poison. Known for its powerful, somewhat burning smell, this potion is difficult to drink, requiring a successful DC 13 Constitution saving throw to drink it. On a failure, you are poisoned for 10 minutes and don't gain the benefits of the potion.", "document": 43, "page_no": null, "type": "Potion", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "potion-of-ebbing-strength", "fields": {"name": "Potion of Ebbing Strength", "desc": "When you drink this potion, your Strength score changes to 25 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score. The recipe for this potion is flawed and infused with dangerous Void energies. When you drink this potion, you are also poisoned. While poisoned, you take 2d4 poison damage at the end of each minute. If you are reduced to 0 hit points while poisoned, you have disadvantage on death saving throws. This bubbling, pale blue potion is commonly used by the derro and is almost always paired with a Potion of Dire Cleansing or Holy Verdant Bat Droppings (see page 147). Warriors who use this potion without a method of removing the poison don't intend to return home from battle.", "document": 43, "page_no": null, "type": "Potion", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "potion-of-effulgence", "fields": {"name": "Potion of Effulgence", "desc": "When you drink this potion, your skin glows with radiance, and you are filled with joy and bliss for 1 minute. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight. While glowing, you are blinded and have disadvantage on Dexterity (Stealth) checks to hide. If a creature with the Sunlight Sensitivity trait starts its turn in the bright light you shed, it takes 2d4 radiant damage. This potion's golden liquid sparkles with motes of sunlight.", "document": 43, "page_no": null, "type": "Potion", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "potion-of-empowering-truth", "fields": {"name": "Potion of Empowering Truth", "desc": "A withered snake's tongue floats in the shimmering gold liquid within this crystalline vial. When you drink this potion, you regain one expended spell slot or one expended use of a class feature, such as Divine Sense, Rage, Wild Shape, or other feature with limited uses. Until you finish a long rest, you can't speak a deliberate lie. You are aware of this effect after drinking the potion. Your words can be evasive, as long as they remain within the boundaries of the truth.", "document": 43, "page_no": null, "type": "Potion", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "potion-of-freezing-fog", "fields": {"name": "Potion of Freezing Fog", "desc": "After drinking this potion, you can use an action to exhale a cloud of icy fog in a 20-foot cube originating from you. The cloud spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. When a creature enters the cloud for the first time on a turn or starts its turn there, that creature must succeed on a DC 13 Constitution saving throw or take 2d4 cold damage. The effects of this potion end after you have exhaled one fog cloud or 1 hour has passed. This potion has a gray, cloudy appearance and swirls vigorously when shaken.", "document": 43, "page_no": null, "type": "Potion", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "potion-of-malleability", "fields": {"name": "Potion of Malleability", "desc": "The glass bottle holding this thick, red liquid is strangely pliable, and compresses in your hand under the slightest pressure while it still holds the magical liquid. When you drink this potion, your body becomes extremely flexible and adaptable to pressure. For 1 hour, you have resistance to bludgeoning damage, can squeeze through a space large enough for a creature two sizes smaller than you, and have advantage on Dexterity (Acrobatics) checks made to escape a grapple.", "document": 43, "page_no": null, "type": "Potion", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "potion-of-sand-form", "fields": {"name": "Potion of Sand Form", "desc": "This potion's container holds a gritty liquid that moves and pours like water filled with fine particles of sand. When you drink this potion, you gain the effect of the gaseous form spell for 1 hour (no concentration required) or until you end the effect as a bonus action. While in this gaseous form, your appearance is that of a vortex of spiraling sand instead of a misty cloud. In addition, you have advantage on Dexterity (Stealth) checks while in a sandy environment, and, while motionless in a sandy environment, you are indistinguishable from an ordinary swirl of sand.", "document": 43, "page_no": null, "type": "Potion", "rarity": "very rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "potion-of-skating", "fields": {"name": "Potion of Skating", "desc": "For 1 hour after you drink this potion, you can move across icy surfaces without needing to make an ability check, and difficult terrain composed of ice or snow doesn't cost you extra movement. This sparkling blue liquid contains tiny snowflakes that disappear when shaken.", "document": 43, "page_no": null, "type": "Potion", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "potion-of-transparency", "fields": {"name": "Potion of Transparency", "desc": "The liquid in this vial is clear like water, and it gives off a slight iridescent sheen when shaken or swirled. When you drink this potion, you and everything you are wearing and carrying turn transparent, but not completely invisible, for 10 minutes. During this time, you have advantage on Dexterity (Stealth) checks, and ranged attacks against you have disadvantage.", "document": 43, "page_no": null, "type": "Potion", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "potion-of-worg-form", "fields": {"name": "Potion of Worg Form", "desc": "Small flecks of brown hair are suspended in this clear, syrupy liquid. When you drink this potion, you transform into a worg for 1 hour. This works like the polymorph spell, but you retain your Intelligence, Wisdom, and Charisma scores. While in worg form, you can speak normally, and you can cast spells that have only verbal components. This transformation doesn't give you knowledge of the Goblin or Worg languages, and you are able to speak and understand those languages only if you knew them before the transformation.", "document": 43, "page_no": null, "type": "Potion", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "prayer-mat", "fields": {"name": "Prayer Mat", "desc": "This small rug is woven with intricate patterns that depict religious iconography. When you attune to it, the iconography and the mat's colors change to the iconography and colors most appropriate for your deity. If you spend 10 minutes praying to your deity while kneeling on this mat, you regain one expended use of Channel Divinity. The mat can't be used this way again until the next dawn.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "primal-doom", "fields": {"name": "Primal Doom", "desc": "A murky liquid or smoke churns inside this small, glass globe. Typically, 1d3 primal dooms are found together. You can use an action to throw the globe up to 30 feet. It shatters on impact and is destroyed. Each creature within 5 feet of where the globe landed must succeed on a DC 15 Wisdom saving throw or take psychic damage. If at least one creature failed the saving throw, the primal essence of the Lower Planes within the globe coalesces into a fiend, depending on the type of globe. The fiend lasts for 1 minute and acts on its own, but it views you and your allies as its allies. Primal Doom of Anguish (Uncommon). This globe deals 2d6 psychic damage and summons a dretch or a lemure (your choice) on a failed saving throw. Primal Doom of Pain (Rare). This globe deals 4d6 psychic damage and summons a barbed devil or vrock (your choice) on a failed saving throw. Primal Doom of Rage (Very Rare). This globe deals 6d6 psychic damage and summons a bone devil or glabrezu (your choice) on a failed saving throw.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "varies", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "primordial-scale", "fields": {"name": "Primordial Scale", "desc": "This armor is fashioned from the scales of a great, subterranean beast shunned by the gods. While wearing it, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the armor increases its range by 60 feet, but you have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you are in sunlight. In addition, while wearing this armor, you have advantage on saving throws against spells cast by agents of the gods, such as celestials, fiends, clerics, and cultists.", "document": 43, "page_no": null, "type": "Armor", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "prospecting-compass", "fields": {"name": "Prospecting Compass", "desc": "This battered, old compass has engravings of lumps of ore and natural crystalline minerals. While holding this compass, you can use an action to name a type of metal or stone. The compass points to the nearest naturally occurring source of that metal or stone for 1 hour or until you name a different type of metal or stone. The compass can point to cut gemstones, but it can't point to processed metals, such as iron swords or gold coins. The compass can't be used this way again until the next dawn.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "quick-change-mirror", "fields": {"name": "Quick-Change Mirror", "desc": "This utilitarian, rectangular standing mirror measures 4 feet tall and 2 feet wide. Despite its plain appearance, the mirror allows creatures to quickly change outfits. While in front of the mirror, you can use an action to speak the mirror's command word to be clothed in an outfit stored in the mirror. The outfit you are currently wearing is stored in the mirror or falls to the floor at your feet (your choice). The mirror can hold up to 12 outfits. An outfit must be a set of clothing or armor. An outfit can include other wearable items, such as a belt with pouches, a backpack, headwear, or footwear, but it can't include weapons or other carried items unless the weapon or carried item is sheathed, stored in a backpack, pocket, or pouch, or similarly attached to the outfit. The extent of how many attachments an outfit can have before it is considered more than one outfit or it is no longer considered an outfit is at the GM's discretion. To store an outfit you are wearing in the mirror, you must spend at least 1 minute rotating slowly in front of the mirror and speak the mirror's second command word. You can use a bonus action to speak a third command word to cause the mirror to display the outfits it contains. When found, the mirror contains 1d10 + 2 outfits. If the mirror is destroyed, all outfits it contains fall in a heap at its base.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "quill-of-scribing", "fields": {"name": "Quill of Scribing", "desc": "This quill is fashioned from the feather of some exotic beast, often a giant eagle, griffon, or hippogriff. When you take an action to speak the command word, the quill animates, transcribing each word spoken by you, and up to three other creatures you designate, onto whatever material is placed before it until the command word is spoken again, or it has scribed 250 words. Once used, the quill can't be used again for 8 hours.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "common", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "quilted-bridge", "fields": {"name": "Quilted Bridge", "desc": "A practiced hand sewed together a collection of cloth remnants from magical garb to make this colorful and warm blanket. You can use an action to unfold it and pour out three drops of wine in tribute to its maker. If you do so, the blanket becomes a 5-foot wide, 10-foot-long bridge as sturdy as steel. You can fold the bridge back up as an action.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "radiance-bomb", "fields": {"name": "Radiance Bomb", "desc": "This small apple-sized globule is made from a highly reflective silver material and has a single, golden rune etched on it. Typically, 1d4 + 4 radiance bombs are found together. You can use an action to throw the globule up to 60 feet. The globule explodes on impact and is destroyed. Each creature within a 10-foot radius of where the globule landed must make a DC 13 Dexterity saving throw. On a failure, a creature takes 3d6 radiant damage and is blinded for 1 minute. On a success, a creature takes half the damage and isn't blinded. A blinded creature can make a DC 13 Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "radiant-bracers", "fields": {"name": "Radiant Bracers", "desc": "These bronze bracers are engraved with the image of an ankh with outstretched wings. While wearing these bracers, you have resistance to necrotic damage, and you can use an action to speak the command word while crossing the bracers over your chest. If you do so, each undead that can see you within 30 feet of you must make a Wisdom saving throw. The DC is equal to 8 + your proficiency bonus + your Wisdom modifier. On a failure, an undead creature is turned for 1 minute or until it takes any damage. This feature works like the cleric's Turn Undead class feature, except it can't be used to destroy undead. The bracers can't be used to turn undead again until the next dawn.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "radiant-libram", "fields": {"name": "Radiant Libram", "desc": "The gilded pages of this holy tome are bound between thin plates of moonstone crystal that emit a gentle incandescence. Aureate celestial runes adorn nearly every inch of its blessed surface. In addition, while you are attuned to the book, the spells written in it count as prepared spells and don't count against the number of spells you can prepare each day. You don't gain additional spell slots from this feature. The following spells are written in the book: beacon of hope, bless, calm emotions, commune, cure wounds, daylight, detect evil and good, divine favor, flame strike, gentle repose, guidance, guiding bolt, heroism, lesser restoration, light, produce flame, protection from evil and good, sacred flame, sanctuary, and spare the dying. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. Once used, this property of the book can't be used again until the next dawn.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "legendary", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "rain-of-chaos", "fields": {"name": "Rain of Chaos", "desc": "This magic weapon imbues arrows fired from it with random energies. When you hit with an attack using this magic bow, the target takes an extra 1d6 damage. Roll a 1d8. The number rolled determines the damage type of the extra damage. | d8 | Damage Type |\n| --- | ----------- |\n| 1 | Acid |\n| 2 | Cold |\n| 3 | Fire |\n| 4 | Lightning |\n| 5 | Necrotic |\n| 6 | Poison |\n| 7 | Radiant |\n| 8 | Thunder |", "document": 43, "page_no": null, "type": "Weapon", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "rainbow-extract", "fields": {"name": "Rainbow Extract", "desc": "This thin, oily liquid shimmers with the colors of the spectrum. For 1 hour after drinking this potion, you can use an action to change the color of your hair, skin, eyes, or all three to any color or mixture of colors in any hue, pattern, or saturation you choose. You can change the colors as often as you want for the duration, but the color changes disappear at the end of the duration.", "document": 43, "page_no": null, "type": "Potion", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "ravagers-axe", "fields": {"name": "Ravager's Axe", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. Any attack with this axe that hits a structure or an object that isn't being worn or carried is a critical hit. When you roll a 20 on an attack roll made with this axe, the target takes an extra 1d10 cold damage and 1d10 necrotic damage as the axe briefly becomes a rift to the Void.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "very rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "recondite-shield", "fields": {"name": "Recondite Shield", "desc": "While wearing this ring, you can use a bonus action to create a weightless, magic shield that shimmers with arcane energy. You must be proficient with shields to wield this semitranslucent shield, and you wield it in the same hand that wears the ring. The shield lasts for 1 hour or until you dismiss it (no action required). Once used, you can't use the ring in this way again until the next dawn.", "document": 43, "page_no": null, "type": "Ring", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "recording-book", "fields": {"name": "Recording Book", "desc": "This book, which hosts a dormant Bookkeeper (see Creature Codex), appears to be a journal filled with empty pages. You can use an action to place the open book on a surface and speak its command word to activate it. It remains active until you use an action to speak the command word again. The book records all things said within 60 feet of it. It can distinguish voices and notes those as it records. The book can hold up to 12 hours' worth of conversation. You can use an action to speak a second command word to remove up to 1 hour of recordings in the book, while a third command word removes all the book's recordings. Any creature, other than you or targets you designate, that peruses the book finds the pages blank.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "reef-splitter", "fields": {"name": "Reef Splitter", "desc": "The head of this warhammer is constructed of undersea volcanic rock and etched with images of roaring flames and boiling water. You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you roll a 20 on an attack roll made with this weapon, the hammer erupts with magma, and the target takes an extra 4d6 fire damage. In addition, if the target is underwater, the water around it begins to boil with the heat of your blow, and each creature other than you within 5 feet of the target takes 2d6 fire damage.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "very rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "relocation-cable", "fields": {"name": "Relocation Cable", "desc": "This 60-foot length of fine wire cable weighs 2 pounds. If you hold one end of the cable and use an action to speak its command word, the other end plunges into the ground, burrowing through dirt, sand, snow, mud, ice, and similar material to emerge from the ground at a destination you can see up to its maximum length away. The cable can't burrow through solid rock. On the turn it is activated, you can use a bonus action to magically travel from one end of the cable to the other, appearing in an unoccupied space within 5 feet of the other end. On subsequent turns, any creature in contact with one end of the cable can use an action to appear in an unoccupied space within 5 feet of the other end of it. A creature magically traveling from one end of the cable to the other doesn't provoke opportunity attacks. You can retract the cable by using a bonus action to speak the command word a second time.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "resolute-bracer", "fields": {"name": "Resolute Bracer", "desc": "This ornamental bracer features a reservoir sewn into its lining. As an action, you can fill the reservoir with a single potion or vial of liquid, such as a potion of healing or antitoxin. While attuned to this bracer, you can use a bonus action to speak the command word and absorb the liquid as if you had consumed it. Liquid stored in the bracer for longer than 8 hours evaporates.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "retribution-armor", "fields": {"name": "Retribution Armor", "desc": "Etchings of flames adorn this breastplate, which is wrapped in chains of red gold, silver, and black iron. While wearing this armor, you gain a +1 bonus to AC. In addition, if a creature scores a critical hit against you, you have advantage on any attacks against that creature until the end of your next turn or until you score a critical hit against that creature. - You have resistance to necrotic damage, and you are immune to poison damage. - You can't be charmed or poisoned, and you don't suffer from exhaustion.\n- You have darkvision out to a range of 60 feet.\n- You have advantage on saving throws against effects that turn undead.\n- You can use an action to sense the direction of your killer. This works like the locate creature spell, except you can sense only the creature that killed you. You rise as an undead only if your death was caused with intent; accidental deaths or deaths from unintended consequences (such as dying from a disease unintentionally passed to you) don't activate this property of the armor. You exist in this deathly state for up to 1 week per Hit Die or until you exact revenge on your killer, at which time your body crumbles to ash and you finally die. You can be restored to life only by means of a true resurrection or wish spell.", "document": 43, "page_no": null, "type": "Armor", "rarity": "very rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "revenants-shawl", "fields": {"name": "Revenant's Shawl", "desc": "This shawl is made of old raven feathers woven together with elk sinew and small bones. When you are reduced to 0 hit points while wearing the shawl, it explodes in a burst of freezing wind. Each creature within 10 feet of you must make a DC 13 Dexterity saving throw, taking 4d6 cold damage on a failed save, or half as much damage on a successful one. You then regain 4d6 hit points, and the shawl disintegrates into fine black powder.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "rift-orb", "fields": {"name": "Rift Orb", "desc": "This orb is a sphere of obsidian 3 inches in diameter. When you speak the command word in Void Speech, you can throw the sphere as an action to a point within 60 feet. When the sphere reaches the point you choose or if it strikes a solid object on the way, it immediately stops and generates a tiny rift into the Void. The area within 20 feet of the rift orb becomes difficult terrain, and gravity begins drawing everything in the affected area toward the rift. Each creature in the area at the start of its turn, or when it enters the area for the first time on a turn, must succeed on a DC 15 Strength saving throw or be pulled 10 feet toward the rift. A creature that touches the rift takes 4d10 necrotic damage. Unattended objects in the area are pulled 10 feet toward the rift at the start of your turn. Nonmagical objects pulled into the rift are destroyed. The rift orb functions for 1 minute, after which time it becomes inert. It can't be used again until the following midnight.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "ring-of-arcane-adjustment", "fields": {"name": "Ring of Arcane Adjustment", "desc": "This stylized silver ring is favored by spellcasters accustomed to fighting creatures capable of shrugging off most spells. The ring has 3 charges and regains 1d3 expended charges daily at dawn. When you cast a spell of 5th level or lower that has only one target and the target succeeds on the saving throw, you can use a reaction and expend 1 charge from the ring to change the spell's target to a new target within the spell's range. The new target is then affected by the spell, but the new target has advantage on the saving throw. You can't move the spell more than once this way, even if the new target succeeds on the saving throw. You can't move a spell that affects an area, that has multiple targets, that requires an attack roll, or that allows the target to make a saving throw to reduce, but not prevent, the effects of the spell, such as blight or feeblemind.", "document": 43, "page_no": null, "type": "Ring", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "ring-of-bravado", "fields": {"name": "Ring of Bravado", "desc": "This polished brass ring has 3 charges. While wearing the ring, you are inspired to daring acts that risk life and limb, especially if such acts would impress or intimidate others who witness them. When you choose a course of action that could result in serious harm or possible death (your GM has final say in if an action qualifies), you can expend 1 of the ring's charges to roll a d10 and add the number rolled to any d20 roll you make to achieve success or avoid damage, such as a Strength (Athletics) check to scale a sheer cliff and avoid falling or a Dexterity saving throw made to run through a hallway filled with swinging blades. The ring regains all expended charges daily at dawn. In addition, if you fail on a roll boosted by the ring, and you failed the roll by only 1, the ring regains 1 expended charge, as its magic recognizes a valiant effort.", "document": 43, "page_no": null, "type": "Ring", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "ring-of-deceivers-warning", "fields": {"name": "Ring of Deceiver's Warning", "desc": "This copper ring is set with a round stone of blue quartz. While you wear the ring, the stone's color changes to red if a shapechanger comes within 30 feet of you. For the purpose of this ring, \u201cshapechanger\u201d refers to any creature with the Shapechanger trait.", "document": 43, "page_no": null, "type": "Ring", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "ring-of-dragons-discernment", "fields": {"name": "Ring of Dragon's Discernment", "desc": "A large, orange cat's eye gem is held in the fittings of this ornate silver ring, looking as if it is grasped by scaled talons. While wearing this ring, your senses are sharpened. You have advantage on Intelligence (Investigation) and Wisdom (Perception) checks, and you can take the Search action as a bonus action. In addition, you are able to discern the value of any object made of precious metals or minerals or rare materials by handling it for 1 round.", "document": 43, "page_no": null, "type": "Ring", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "ring-of-featherweight-weapons", "fields": {"name": "Ring of Featherweight Weapons", "desc": "If you normally have disadvantage on attack rolls made with weapons with the Heavy property due to your size, you don't have disadvantage on those attack rolls while you wear this ring. This ring has no effect on you if you are Medium or larger or if you don't normally have disadvantage on attack rolls with heavy weapons.", "document": 43, "page_no": null, "type": "Ring", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "ring-of-giant-mingling", "fields": {"name": "Ring of Giant Mingling", "desc": "While wearing this ring, your size changes to match the size of those around you. If you are a Large creature and start your turn within 100 feet of four or more Medium creatures, this ring makes you Medium. Similarly, if you are a Medium creature and start your turn within 100 feet of four or more Large creatures, this ring makes you Large. These effects work like the effects of the enlarge/reduce spell, except they persist as long as you wear the ring and satisfy the conditions.", "document": 43, "page_no": null, "type": "Ring", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "ring-of-hoarded-life", "fields": {"name": "Ring of Hoarded Life", "desc": "This ring stores hit points sacrificed to it, holding them until the attuned wearer uses them. The ring can store up to 30 hit points at a time. When found, it contains 2d10 stored hit points. While wearing this ring, you can use an action to spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. Your hit point maximum is reduced by the total, and the ring stores the total, up to 30 hit points. This hit point maximum reduction can't be removed with the greater restoration spell or similar magic and lasts as long as hit points remain stored in the ring. You can't store hit points in the ring if you don't have blood. When hit points are stored in the ring, you can cause one of the following effects: - You can use a bonus action to remove stored hit points from the ring and regain that number of hit points.\n- You can use an action to remove stored hit points from the ring while touching the ring to a creature. If you do so, the creature regains hit points equal to the amount of hit points you removed from the ring.\n- When you are reduced to 0 hit points and are not killed outright, you can use a reaction to empty the ring of stored hit points and regain hit points equal to that amount. Hit Dice spent on this ring's features can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", "document": 43, "page_no": null, "type": "Ring", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "ring-of-imperious-command", "fields": {"name": "Ring of Imperious Command", "desc": "Embossed in gold on this heavy iron ring is the image of a crown. The ring has 3 charges and regains 1d3 expended charges daily at dawn. While wearing this ring, you have advantage on Charisma (Intimidation) checks, and you can project your voice up to 300 feet with perfect clarity. In addition, you can use an action and expend 1 of the ring's charges to command a creature you can see within 30 feet of you to kneel before you. The target must make a DC 15 Charisma saving throw. On a failure, the target spends its next turn moving toward you by the shortest and most direct route then falls prone and ends its turn.", "document": 43, "page_no": null, "type": "Ring", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "ring-of-lights-comfort", "fields": {"name": "Ring of Light's Comfort", "desc": "A disc of white chalcedony sits within an encompassing band of black onyx, set into fittings on this pewter ring. While wearing this ring in dim light or darkness, you can use a bonus action to speak the ring's command word, causing it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The ring automatically sheds this light if you start your turn within 60 feet of an undead or lycanthrope. The light lasts until you use a bonus action to repeat the command word. In addition, you can't be charmed, frightened, or possessed by undead or lycanthropes.", "document": 43, "page_no": null, "type": "Ring", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "ring-of-nights-solace", "fields": {"name": "Ring of Night's Solace", "desc": "A disc of black onyx sits within an encompassing band of white chalcedony, set into fittings on this pewter ring. While wearing this ring in bright light, you are draped in a comforting cloak of shadow, protecting you from the harshest glare. If you have the Sunlight Sensitivity trait or a similar trait that causes you to have disadvantage on attack rolls or Wisdom (Perception) checks while in bright light or sunlight, you don't suffer those effects while wearing this ring. In addition, you have advantage on saving throws against being blinded.", "document": 43, "page_no": null, "type": "Ring", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "ring-of-powerful-summons", "fields": {"name": "Ring of Powerful Summons", "desc": "When you summon a creature with a conjuration spell while wearing this ring, the creature gains a +1 bonus to attack and damage rolls and 1d4 + 4 temporary hit points.", "document": 43, "page_no": null, "type": "Ring", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "ring-of-remembrance", "fields": {"name": "Ring of Remembrance", "desc": "This ring is a sturdy piece of string, tied at the ends to form a circle. While wearing it, you can use an action to invoke its power by twisting it on your finger. If you do so, you have advantage on the next Intelligence check you make to recall information. The ring can't be used this way again until the next dawn.", "document": 43, "page_no": null, "type": "Ring", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "ring-of-sealing", "fields": {"name": "Ring of Sealing", "desc": "This ring appears to be made of golden chain links. It has 3 charges and regains 1d3 expended charges daily at dawn. When you hit a creature with a melee attack while wearing this ring, you can use a bonus action and expend 1 of the ring's charges to cause mystical golden chains to spring from the ground and wrap around the creature. The target must make a DC 17 Wisdom saving throw. On a failure, the magical chains hold the target firmly in place, and it is restrained. The target can't move or be moved by any means. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. However, if the target fails three consecutive saving throws, the chains bind the target permanently. A successful dispel magic (DC 17) cast on the chains destroys them.", "document": 43, "page_no": null, "type": "Ring", "rarity": "very rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "ring-of-shadows", "fields": {"name": "Ring of Shadows", "desc": "While wearing this ebony ring in dim light or darkness, you have advantage on Dexterity (Stealth) checks. When you roll a 20 on a Dexterity (Stealth) check, the ring's magic ceases to function until the next dawn.", "document": 43, "page_no": null, "type": "Ring", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "ring-of-small-mercies", "fields": {"name": "Ring of Small Mercies", "desc": "While wearing this plain, beaten pewter ring, you can use an action to cast the spare the dying spell from it at will.", "document": 43, "page_no": null, "type": "Ring", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "ring-of-spell-negation", "fields": {"name": "Ring of Spell Negation", "desc": "This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use your reaction to expend 1 of its charges to cast counterspell, and you lose hit points related to the spell's level. You can't use this feature of the ring if you don't have blood. The types of spells you can counter and the amount of hit points you lose depend on the type of ring you are wearing. | d8 | School |\n| --- | ------------- |\n| 1 | Abjuration |\n| 2 | Conjuration |\n| 3 | Divination |\n| 4 | Enchantment |\n| 5 | Evocation |\n| 6 | Illusion |\n| 7 | Necromancy |\n| 8 | Transmutation |", "document": 43, "page_no": null, "type": "Ring", "rarity": "varies", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "ring-of-stored-vitality", "fields": {"name": "Ring of Stored Vitality", "desc": "While you are attuned to and wearing this ring of polished, white chalcedony, you can feed some of your vitality into the ring to charge it. You can use an action to suffer 1 level of exhaustion. For each level of exhaustion you suffer, the ring regains 1 charge. The ring can store up to 3 charges. As the ring increases in charges, its color reddens, becoming a deep red when it has 3 charges. Your level of exhaustion can be reduced by normal means. If you already suffer from 3 or more levels of exhaustion, you can't suffer another level of exhaustion to restore a charge to the ring. While wearing the ring and suffering exhaustion, you can use an action to expend 1 or more charges from the ring to reduce your exhaustion level. Your exhaustion level is reduced by 1 for each charge you expend.", "document": 43, "page_no": null, "type": "Ring", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "ring-of-the-dolphin", "fields": {"name": "Ring of the Dolphin", "desc": "This gold ring bears a jade carving in the shape of a leaping dolphin. While wearing this ring, you have a swimming speed of 40 feet. In addition, you can hold your breath for twice as long while underwater.", "document": 43, "page_no": null, "type": "Ring", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "ring-of-the-frog", "fields": {"name": "Ring of the Frog", "desc": "A pale chrysoprase cut into the shape of a frog is the centerpiece of this tarnished copper ring. While wearing this ring, you have a swimming speed of 20 feet, and you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.", "document": 43, "page_no": null, "type": "Ring", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "ring-of-the-frost-knight", "fields": {"name": "Ring of the Frost Knight", "desc": "This white gold ring is covered in a thin sheet of ice and always feels cold to the touch. The ring has 3 charges and regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 charge to surround yourself in a suit of enchanted ice that resembles plate armor. For 1 hour, your AC can't be less than 16, regardless of what kind of armor you are wearing, and you have resistance to cold damage. The icy armor melts, ending the effect early, if you take 20 fire damage or more.", "document": 43, "page_no": null, "type": "Ring", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "ring-of-the-groves-guardian", "fields": {"name": "Ring of the Grove's Guardian", "desc": "This pale gold ring looks as though made of delicately braided vines wrapped around a small, rough obsidian stone. While wearing this ring, you have advantage on Wisdom (Perception) checks. You can use an action to speak the ring's command word to activate it and draw upon the vitality of the grove to which the ring is bound. You regain 2d10 hit points. Once used, this property can't be used again until the next dawn.", "document": 43, "page_no": null, "type": "Ring", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "ring-of-the-jarl", "fields": {"name": "Ring of the Jarl", "desc": "This thick band of hammered yellow gold is warm to the touch even in the coldest of climes. While you wear it, you have resistance to cold damage. If you are also wearing boots of the winterlands, you are immune to cold damage instead. Bolstering Shout. When you roll for initiative while wearing this ring, you can use a reaction to shout a war cry, bolstering your allies. Each friendly creature within 30 feet of you and that can hear you gains a +2 bonus on its initiative roll, and it has advantage on attack rolls for a number of rounds equal to your Charisma modifier (minimum of 1 round). Once used, this property of the ring can\u2019t be used again until the next dawn. Wergild. While wearing this ring, you can use an action to create a nonmagical duplicate of the ring that is worth 100 gp. You can bestow this ring upon another as a gift. The ring can\u2019t be used for common barter or trade, but it can be used for debts and payment of a warlike nature. You can give this ring to a subordinate warrior in your service or to someone to whom you owe a blood-debt, as a weregild in lieu of further fighting. You can create up to 3 of these rings each week. Rings that are not gifted within 24 hours of their creation vanish again.", "document": 43, "page_no": null, "type": "Ring", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "ring-of-the-water-dancer", "fields": {"name": "Ring of the Water Dancer", "desc": "This thin braided purple ring is fashioned from a single piece of coral. While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground. In addition, while walking atop any liquid, your movement speed increases by 10 feet and you gain a +1 bonus to your AC.", "document": 43, "page_no": null, "type": "Ring", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "ring-of-ursa", "fields": {"name": "Ring of Ursa", "desc": "This wooden ring is set with a strip of fossilized honey. While wearing this ring, you gain the following benefits: - Your Strength score increases by 2, to a maximum of 20.\n- You have advantage on Charisma (Persuasion) checks made to interact with bearfolk. In addition, while attuned to the ring, your hair grows thick and abundant. Your facial features grow more snout-like, and your teeth elongate. If you aren't a bearfolk, you gain the following benefits while wearing the ring:\n- You can now make a bite attack as an unarmed strike. When you hit with it, your bite deals piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. - You gain a powerful build and count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.", "document": 43, "page_no": null, "type": "Ring", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "river-token", "fields": {"name": "River Token", "desc": "This small pebble measures 3/4 of an inch in diameter and weighs an ounce. The pebbles are often shaped like salmon, river clams, or iridescent river rocks. Typically, 1d4 + 4 river tokens are found together. The token gives off a distinct shine in sunlight and radiates a scent of fresh, roiling water. It is sturdy but crumbles easily if crushed. As an action, you can destroy the token by crushing it and sprinkling the remains into a river, calming the waters to a gentle current and soothing nearby water-dwelling creatures for 1 hour. Water-dwelling beasts in the river with an Intelligence of 3 or lower are soothed and indifferent toward passing humanoids for the duration. The token's magic soothes but doesn't fully suppress the hostilities of all other water-dwelling creatures. For the duration, each other water-dwelling creature must succeed on a DC 15 Wisdom saving throw to attack or take hostile actions toward passing humanoids. The token's soothing magic ends on a creature if that creature is attacked.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "riverine-blade", "fields": {"name": "Riverine Blade", "desc": "The crossguard of this distinctive sword depicts a stylized Garroter Crab (see Tome of Beasts) with claws extended, and the pommel is set with a smooth, spherical, blue-black river rock. You gain a +2 bonus to attack and damage rolls made with this magic weapon. While on a boat or while standing in any depth of water, you have advantage on Dexterity checks and saving throws.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "rod-of-blade-bending", "fields": {"name": "Rod of Blade Bending", "desc": "This simple iron rod functions as a magic mace that grants a +1 bonus to attack and damage rolls made with it. Blade Bend. While holding the rod, you can use an action to activate it, creating a magical field around you for 10 minutes. When a creature attacks you with a melee weapon that deals piercing or slashing damage while the field is active, it must make a DC 15 Wisdom saving throw. On a failure, the creature\u2019s attack misses. On a success, the creature\u2019s attack hits you, but you have resistance to any piercing or slashing damage dealt by the attack as the weapon bends partially away from your body. Once used, this property can\u2019t be used again until the next dawn.", "document": 43, "page_no": null, "type": "Rod", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "rod-of-bubbles", "fields": {"name": "Rod of Bubbles", "desc": "This rod appears to be made of foamy bubbles, but it is completely solid to the touch. This rod has 3 charges. While holding it, you can use an action to expend 1 of its charges to conjure a bubble around a creature or object within 30 feet. If the target is a creature, it must make a DC 15 Strength saving throw. On a failed save, the target becomes trapped in a 10-foot sphere of water. A Huge or larger creature automatically succeeds on this saving throw. A creature trapped within the bubble is restrained unless it has a swimming speed and can't breathe unless it can breathe water. If the target is an object, it becomes soaked in water, any fire effects are extinguished, and any acid effects are negated. The bubble floats in the exact spot where it was conjured for up to 1 minute, unless blown by a strong wind or moved by water. The bubble has 50 hit points, AC 8, immunity to acid damage and vulnerability to piercing damage. The inside of the bubble also has resistance to all damage except piercing damage. The bubble disappears after 1 minute or when it is reduced to 0 hit points. When not in use, this rod can be commanded to take liquid form and be stored in a small vial. The rod regains 1d3 expended charges daily at dawn.", "document": 43, "page_no": null, "type": "Rod", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "rod-of-conveyance", "fields": {"name": "Rod of Conveyance", "desc": "The top of this rod is capped with a bronze horse head, and its foot is decorated with a horsehair plume. By placing the rod between your legs, you can use an action to temporarily transform the rod into a horse-like construct. This works like the phantom steed spell, except you can use a bonus action to end the effect early to use the rod again at a later time. Deduct the time the horse was active in increments of 1 minute from the spell's 1-hour duration. When the rod has been a horse for a total of 1 hour, the magic ceases to function until the next dawn.", "document": 43, "page_no": null, "type": "Rod", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "rod-of-deflection", "fields": {"name": "Rod of Deflection", "desc": "This thin, flexible rod is made of braided silver and brass wire and topped with a spoon-like cup. While holding the rod, you can use a reaction to deflect a ranged weapon attack against you. You can simply cause the attack to miss, or you can attempt to redirect the attack against another target, even your attacker. The attack must have enough remaining range to reach the new target. If the additional distance between yourself and the new target is within the attack's long range, it is made at disadvantage as normal, using the original attack roll as the first roll. The rod has 3 charges. You can expend a charge as a reaction to redirect a ranged spell attack as if it were a ranged weapon attack, up to the spell's maximum range. The rod regains 1d3 expended charges daily at dawn.", "document": 43, "page_no": null, "type": "Rod", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "rod-of-ghastly-might", "fields": {"name": "Rod of Ghastly Might", "desc": "The knobbed head of this tarnished silver rod resembles the top half of a jawless, syphilitic skull, and it functions as a magic mace that grants a +2 bonus to attack and damage rolls made with it. The rod has properties associated with five different buttons that are set erratically along the haft. It has three other properties as well, detailed below. If you press **button 1**, the rod's head erupts in a fiery nimbus of abyssal energy that sheds dim light in a 5-foot radius. While the rod is ablaze, it deals an extra 1d6 fire damage and 1d6 necrotic damage to any target it hits. If you press **button 2**, the rod's head becomes enveloped in a black aura of enervating energy. When you hit a target with the rod while it is enveloped in this energy, the target must succeed on a DC 17 Constitution saving throw or deal only half damage with weapon attacks that use Strength until the end of its next turn. If you press **button 3**, a 2-foot blade springs from the tip of the rod's handle as the handle lengthens into a 5-foot haft, transforming the rod into a magic glaive that grants a +2 bonus to attack and damage rolls made with it. If you press **button 4**, a 3-pronged, bladed grappling hook affixed to a long chain springs from the tip of the rod's handle. The bladed grappling hook counts as a magic sickle with reach that grants a +2 bonus to attack and damage rolls made with it. When you hit a target with the bladed grappling hook, the target must succeed on an opposed Strength check or fall prone. If you press **button 5**, the rod assumes or remains in its normal form and you can extinguish all nonmagical flames within 30 feet of you. Turning Defiance. While holding the rod, you and any undead allies within 30 feet of you have advantage on saving throws against effects that turn undead. Contagion. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failure, the target is afflicted with a disease. This works like the contagion spell. Once used, this property can\u2019t be used again until the next dusk. Create Specter. As an action, you can target a humanoid within 10 feet of you that was killed by the rod or one of its effects and has been dead for no longer than 1 minute. The target\u2019s spirit rises as a specter under your control in the space of its corpse or in the nearest unoccupied space. You can have no more than one specter under your control at one time. Once used, this property can\u2019t be used again until the next dusk.", "document": 43, "page_no": null, "type": "Rod", "rarity": "legendary", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "rod-of-hellish-grounding", "fields": {"name": "Rod of Hellish Grounding", "desc": "This curious jade rod is tipped with a knob of crimson crystal that glows and shimmers with eldritch phosphorescence. While holding or carrying the rod, you have darkvision out to a range of 30 feet, and you have advantage on Dexterity (Acrobatics) checks. Hellish Desiccation. While holding this rod, you can use an action to fire a crimson ray at an object or creature made of metal that you can see within 60 feet of you. The ray forms a 5-foot wide line between you and the target. Each creature in that line that isn\u2019t a construct or an undead must make a DC 15 Dexterity saving throw, taking 8d6 force damage on a failed save, or half as much damage on a successful one. Creatures and objects made of metal are unaffected. If this damage reduces a creature to 0 hit points, it is desiccated. A desiccated creature is reduced to a withered corpse, but everything it is wearing and carrying is unaffected. The creature can be restored to life only by means of a true resurrection or a wish spell. Once used, this property can\u2019t be used again until the next dawn.", "document": 43, "page_no": null, "type": "Rod", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "rod-of-icicles", "fields": {"name": "Rod of Icicles", "desc": "This white crystalline rod is shaped like an icicle. The rod has 5 charges and regains 1d4 + 1 expended charges daily at dawn. While holding the rod, you can use an action to expend 1 of its charges to attack one creature you can see within 60 feet of you. The rod launches an icicle at the target and makes its attack roll with a +7 bonus. On a hit, the target takes 2d6 piercing damage and 2d6 cold damage. On a critical hit, the target is also paralyzed until the end of its next turn as it momentarily freezes. If you take fire damage while holding this rod, you become immune to fire damage for 1 minute, and the rod loses 2 charges. If the rod has only 1 charge remaining when you take fire damage, you become immune to fire damage, as normal, but the rod melts into a puddle of water and is destroyed.", "document": 43, "page_no": null, "type": "Rod", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "rod-of-reformation", "fields": {"name": "Rod of Reformation", "desc": "This rod of polished white oak is wrapped in a knotted cord with three iron rings binding each end. If you are holding the rod and fail a saving throw against a transmutation spell or other effect that would change your body or remove or alter parts of you, you can choose to succeed instead. The rod can\u2019t be used this way again until the next dawn. The rod has 5 charges for the following properties. It regains 1d4 + 1 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the rings fall off, the cord unknots, and the entire rod slowly falls to pieces and is destroyed. Cure Transformation. While holding the rod, you can use an action to expend 1 charge while touching a creature that has been affected by a transmutation spell or other effect that changed its physical form, such as the polymorph spell or a medusa's Petrifying Gaze. The rod restores the creature to its original form. If the creature is willingly transformed, such as a druid using Wild Shape, you must make a melee weapon attack roll, using the rod. You are proficient with the rod if you are proficient with clubs. On a hit, you can expend 1 of the rod\u2019s charges to force the target to make a DC 15 Constitution saving throw. On a failure, the target reverts to its original form. Mend Form. While holding the rod, you can use an action to expend 2 charges to reattach a creature's severed limb or body part. The limb must be held in place while you use the rod, and the process takes 1 minute to complete. You can\u2019t reattach limbs or other body parts to dead creatures. If the limb is lost, you can spend 4 charges instead to regenerate the missing piece, which takes 2 minutes to complete. Reconstruct Form. While holding the rod, you can use an action to expend 5 charges to reconstruct the form of a creature or object that has been disintegrated, burned to ash, or similarly destroyed. An item is completely restored to its original state. A creature\u2019s body is fully restored to the state it was in before it was destroyed. The creature isn\u2019t restored to life, but this reconstruction of its form allows the creature to be restored to life by spells that require the body to be present, such as raise dead.", "document": 43, "page_no": null, "type": "Rod", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "rod-of-repossession", "fields": {"name": "Rod of Repossession", "desc": "This short, metal rod is engraved with arcane runes and images of open hands. The rod has 3 charges and regains all expended charges daily at dawn. While holding the rod, you can use an action to expend 1 of its charges and target an object within 30 feet of you that isn't being worn or carried. If the object weighs no more than 25 pounds, it floats to your open hand. If you have no hands free, the object sticks to the tip of the rod until the end of your next turn or until you remove it as a bonus action.", "document": 43, "page_no": null, "type": "Rod", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "rod-of-sacrificial-blessing", "fields": {"name": "Rod of Sacrificial Blessing", "desc": "This silvery rod is set with rubies on each end. One end holds rubies shaped to resemble an open, fanged maw, and the other end's rubies are shaped to resemble a heart. While holding this rod, you can use an action to spend one or more Hit Dice, up to half your maximum Hit Dice, while pointing the heart-shaped ruby end of the rod at a target within 60 feet of you. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target regains hit points equal to the total hit points you lost. You can't use this feature if you don't have blood. Hit Dice spent on this feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", "document": 43, "page_no": null, "type": "Rod", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "rod-of-sanguine-mastery", "fields": {"name": "Rod of Sanguine Mastery", "desc": "This rod is topped with a red ram's skull with two backswept horns. As an action, you can spend one or more Hit Dice, up to half of your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and a target within 60 feet of you must make a DC 17 Dexterity saving throw, taking necrotic damage equal to the total on a failed save, or half as much damage on a successful one. You can't use this feature if you don't have blood. Hit Dice spent on this feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", "document": 43, "page_no": null, "type": "Rod", "rarity": "very rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "rod-of-swarming-skulls", "fields": {"name": "Rod of Swarming Skulls", "desc": "An open-mouthed skull caps this thick, onyx rod. The rod has 5 charges and regains 1d4 + 1 expended charges daily at dusk. While holding the rod, you can use an action and expend 1 of the rod's charges to unleash a swarm of miniature spectral blue skulls at a target within 30 feet. The target must make a DC 15 Wisdom saving throw. On a failure, it takes 3d6 psychic damage and becomes paralyzed with fear until the end of its next turn. On a success, it takes half the damage and isn't paralyzed. Creatures that can't be frightened are immune to this effect.", "document": 43, "page_no": null, "type": "Rod", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "rod-of-the-disciplinarian", "fields": {"name": "Rod of the Disciplinarian", "desc": "This black lacquered wooden rod is banded in steel, has a flanged head, and functions as a magic mace. As a bonus action, you can brandish the rod at a creature and demand it refrain from a particular activity\u2014 attacking, casting, moving, or similar. The activity can be as specific (don't attack the person next to you) or as open (don't cast a spell) as you want, but the activity must be a conscious act on the creature's part, must be something you can determine is upheld or broken, and can't immediately jeopardize the creature's life. For example, you can forbid a creature from lying only if you are capable of determining if the creature is lying, and you can't forbid a creature that needs to breathe from breathing. The creature can act normally, but if it performs the activity you forbid, you can use a reaction to make a melee attack against it with the rod. You can forbid only one creature at a time. If you forbid another creature from performing an activity, the previous creature is no longer forbidden from performing activities. 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.", "document": 43, "page_no": null, "type": "Rod", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "rod-of-the-infernal-realms", "fields": {"name": "Rod of the Infernal Realms", "desc": "The withered, clawed hand of a demon or devil tops this iron rod. While holding this rod, you gain a +2 bonus to spell attack rolls, and the save DC for your spells increases by 2. Frightful Eyes. While holding this rod, you can use a bonus action to cause your eyes to glow with infernal fire for 1 minute. While your eyes are glowing, a creature that starts its turn or enters a space within 10 feet of you must succeed on a Wisdom saving throw against your spell save DC or become frightened of you until your eyes stop glowing. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once used, you can\u2019t use this property again until the next dawn.", "document": 43, "page_no": null, "type": "Rod", "rarity": "very rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "rod-of-the-jester", "fields": {"name": "Rod of the Jester", "desc": "This wooden rod is decorated with colorful scarves and topped with a carving of a madly grinning head. Caper. While holding the rod, you can dance and perform general antics that attract attention. Make a DC 10 Charisma (Performance) check. On a success, one creature that can see and hear you must succeed on a DC 15 Wisdom saving throw or have disadvantage on Wisdom (Perception) checks made to perceive any creature other than you for 1 minute. The effect ends if the target can no longer see or hear you or if you are incapacitated. You can affect one additional creature for each 5 points by which you beat the DC (two creatures with a result of 15, three creatures with a result of 20, and so on). Once used, this property can\u2019t be used again until the next dawn. Hideous Laughter. While holding the rod, you can use an action to cast the hideous laughter spell (save DC 15) from it. Once used, this property can\u2019t be used again until the next dawn. Slapstick. You can use an action to swing the rod in the direction of a creature within 5 feet of you. The target must succeed on a DC 15 Dexterity saving throw or be pushed up to 5 feet away from you and knocked prone. If the target fails the saving throw by 5 or more, it is also stunned until the end of its next turn.", "document": 43, "page_no": null, "type": "Rod", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "rod-of-the-mariner", "fields": {"name": "Rod of the Mariner", "desc": "This thin bone rod is topped with the carved figurine of an albatross in flight. The rod has 5 charges. You can use an action to expend 1 or more of its charges and point the rod at one or more creatures you can see within 30 feet of you, expending 1 charge for each creature. Each target must succeed on a DC 15 Wisdom saving throw or be cursed for 1 minute. A cursed creature has disadvantage on attack rolls and saving throws while within 100 feet of a body of water that is at least 20 feet deep. The rod regains 1d4 + 1 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the rod crumbles to dust and is destroyed, and you must succeed on a DC 15 Wisdom saving throw or be cursed for 1 minute as if you had been the target of the rod's power.", "document": 43, "page_no": null, "type": "Rod", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "rod-of-the-wastes", "fields": {"name": "Rod of the Wastes", "desc": "Created by a holy order of knights to protect their most important members on missions into badlands and magical wastelands, these red gold rods are invaluable tools against the forces of evil. This rod has a rounded head, and it functions as a magic mace that grants a +2 bonus to attack and damage rolls made with it. While holding or carrying the rod, you have advantage on Wisdom (Perception) and Wisdom (Survival) checks made in badlands and wasteland terrain, and you have advantage on saving throws against being charmed or otherwise compelled by aberrations and fiends. If you are charmed or magically compelled by an aberration or fiend, the rod flashes with crimson light, alerting others to your predicament. Aberrant Smite. If you use Divine Smite when you hit an aberration or fiend with this rod, you use the highest number possible for each die of radiant damage rather than rolling one or more dice for the extra radiant damage. You must still roll damage dice for the rod\u2019s damage, as normal. Once used, this property can\u2019t be used again until the next dawn. Spells. You can use an action to cast one of the following spells from the rod: daylight, lesser restoration, or shield of faith. Once you cast a spell with this rod, you can\u2019t cast that spell again until the next dawn.", "document": 43, "page_no": null, "type": "Rod", "rarity": "legendary", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "rod-of-thorns", "fields": {"name": "Rod of Thorns", "desc": "Several long sharp thorns sprout along the edge of this stout wooden rod, and it functions as a magic mace that grants a +1 bonus to attack and damage rolls made with it. The rod has 5 charges and regains 1d4 + 1 expended charges daily at dawn. While holding the rod, you can use an action to expend 1 of its charges to cast the spike growth spell (save DC 15) from it. Embed Thorn. When you hit a creature with this rod, you can expend 1 of its charges to embed a thorn in the creature. At the start of each of the creature\u2019s turns, it must succeed on a DC 15 Constitution saving throw or take 2d6 piercing damage from the embedded thorn. If the creature succeeds on two saving throws, the thorn falls out and crumbles to dust. The successes don\u2019t need to be consecutive. If the creature dies while the thorn is embedded, its body transforms into a patch of nonmagical brambles, which fill its space with difficult terrain.", "document": 43, "page_no": null, "type": "Rod", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "rod-of-underworld-navigation", "fields": {"name": "Rod of Underworld Navigation", "desc": "This finely carved rod is decorated with gold and small dragon scales. While underground and holding this rod, you know how deep below the surface you are. You also know the direction to the nearest exit leading upward. As an action while underground and holding this rod, you can use the find the path spell to find the shortest, most direct physical route to a location you are familiar with on the surface. Once used, the find the path property can't be used again until 3 days have passed.", "document": 43, "page_no": null, "type": "Rod", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "rod-of-vapor", "fields": {"name": "Rod of Vapor", "desc": "This wooden rod is topped with a dragon's head, carved with its mouth yawning wide. While holding the rod, you can use an action to cause a thick mist to issue from the dragon's mouth, filling your space. As long as you maintain concentration, you leave a trail of mist behind you when you move. The mist forms a line that is 5 feet wide and as long as the distance you travel. This mist you leave behind you lasts for 2 rounds; its area is heavily obscured on the first round and lightly obscured on the second, then it dissipates. When the rod has produced enough mist to fill ten 5-foot-square areas, its magic ceases to function until the next dawn.", "document": 43, "page_no": null, "type": "Rod", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "rod-of-verbatim", "fields": {"name": "Rod of Verbatim", "desc": "Tiny runic script covers much of this thin brass rod. While holding the rod, you can use a bonus action to activate it. For 10 minutes, it translates any language spoken within 30 feet of it into Common. The translation can be auditory, or it can appear as glowing, golden script, a choice you make when you activate it. If the translation appears on a surface, the surface must be within 30 feet of the rod and each word remains for 1 round after it was spoken. The rod's translation is literal, and it doesn't replicate or translate emotion or other nuances in speech, body language, or culture. Once used, the rod can't be used again until 1 hour has passed.", "document": 43, "page_no": null, "type": "Rod", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "rod-of-warning", "fields": {"name": "Rod of Warning", "desc": "This plain, wooden rod is topped with an orb of clear, polished crystal. You can use an action activate it with a command word while designating a particular kind of creature (orcs, wolves, etc.). When such a creature comes within 120 feet of the rod, the crystal glows, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can use an action to deactivate the rod's light or change the kind of creature it detects. The rod doesn't need to be in your possession to function, but you must have it in hand to activate it, deactivate it, or change the kind of creature it detects.", "document": 43, "page_no": null, "type": "Rod", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "rogues-aces", "fields": {"name": "Rogue's Aces", "desc": "These four, colorful parchment cards have long bailed the daring out of hazardous situations. You can use an action to flip a card face-up, activating it. A card is destroyed after it activates. Ace of Pentacles. The pentacles suit represents wealth and treasure. When you activate this card, you cast the knock spell from it on an object you can see within 60 feet of you. In addition, you have advantage on Dexterity checks to pick locks using thieves\u2019 tools for the next 24 hours. Ace of Cups. The cups suit represents water and its calming, soothing, and cleansing properties. When you activate this card, you cast the calm emotions spell (save DC 15) from it. In addition, you have advantage on Charisma (Deception) checks for the next 24 hours.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "root-of-the-world-tree", "fields": {"name": "Root of the World Tree", "desc": "Crafted from the root burl of a sacred tree, this rod is 2 feet long with a spiked, knobby end. Runes inlaid with gold decorate the full length of the rod. This rod functions as a magic mace. Blood Anointment. You can perform a 1-minute ritual to anoint the rod in your blood. If you do, your hit point maximum is reduced by 2d4 until you finish a long rest. While your hit point maximum is reduced in this way, you gain a +1 bonus to attack and damage rolls made with this magic weapon, and, when you hit a fey or giant with this weapon, that creature takes an extra 2d6 necrotic damage. Holy Anointment. If you spend 1 minute anointing the rod with a flask of holy water, you can cast the augury spell from it. The runes carved into the rod glow and move, forming an answer to your query.", "document": 43, "page_no": null, "type": "Rod", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "rope-seed", "fields": {"name": "Rope Seed", "desc": "If you soak this 5-foot piece of twine in at least one pint of water, it grows into a 50-foot length of hemp rope after 1 minute.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "rowan-staff", "fields": {"name": "Rowan Staff", "desc": "Favored by those with ties to nature and death, this staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. While holding it, you have an advantage on saving throws against spells. The staff has 10 charges for the following properties. It regains 1d4 + 1 expended charges daily at midnight, though it regains all its charges if it is bathed in moonlight at midnight. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff. Spell. While holding this staff, you can use an action to expend 1 or more of its charges to cast animate dead, using your spell save DC and spellcasting ability. The target bones or corpse can be a Medium or smaller humanoid or beast. Each charge animates a separate target. These undead creatures are under your control for 24 hours. You can use an action to expend 1 charge each day to reassert your control of up to four undead creatures created by this staff for another 24 hours. Deanimate. You can use an action to strike an undead creature with the staff in combat. If the attack hits, the target must succeed on a DC 17 Constitution saving throw or revert to an inanimate pile of bones or corpse in its space. If the undead has the Incorporeal Movement trait, it is destroyed instead. Deanimating an undead creature expends a number of charges equal to twice the challenge rating of the creature (minimum of 1). If the staff doesn\u2019t have enough charges to deanimate the target, the staff doesn\u2019t deanimate the target.", "document": 43, "page_no": null, "type": "Staff", "rarity": "very rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "rowdys-club", "fields": {"name": "Rowdy's Club", "desc": "This knobbed stick is marked with nicks, scratches, and notches. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While wielding the club, you can use an action to tap it against your open palm, the side of your leg, a surface within reach, or similar. If you do, you have advantage on your next Charisma (Intimidation) check. If you are also wearing a rowdy's ring (see page 87), you can use an action to frighten a creature you can see within 30 feet of you instead. The target must succeed on a DC 13 Wisdom saving throw or be frightened of you until the end of its next turn. Once this special action has been used three times, it can't be used again until the next dawn.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "rowdys-ring", "fields": {"name": "Rowdy's Ring", "desc": "The face of this massive ring is a thick slab of gold-plated lead, which is attached to twin rings that are worn over the middle and ring fingers. The slab covers your fingers from the first and second knuckles, and it often has a threatening word or image engraved on it. While wearing the ring, your unarmed strike uses a d4 for damage and attacks made with the ring hand count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.", "document": 43, "page_no": null, "type": "Ring", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "royal-jelly", "fields": {"name": "Royal Jelly", "desc": "This oil is distilled from the pheromones of queen bees and smells faintly of bananas. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying. For larger creatures, one additional vial is required for each size category above Medium. Applying the oil takes 10 minutes. The affected creature then has advantage on Charisma (Persuasion) checks for 1 hour.", "document": 43, "page_no": null, "type": "Potion", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "ruby-crusher", "fields": {"name": "Ruby Crusher", "desc": "This greatclub is made entirely of fused rubies with a grip wrapped in manticore hide A roaring fire burns behind its smooth facets. You gain a +3 bonus to attack and damage rolls made with this magic weapon. You can use a bonus action to speak this magic weapon's command word, causing it to be engulfed in flame. These flames shed bright light in a 30-foot radius and dim light for an additional 30 feet. While the greatclub is aflame, it deals fire damage instead of bludgeoning damage. The flames last until you use a bonus action to speak the command word again or until you drop the weapon. When you hit a Large or larger creature with this greatclub, the creature must succeed on a DC 17 Constitution saving throw or be pushed up to 30 feet away from you. If the creature strikes a solid object, such as a door or wall, during this movement, it and the object take 1d6 bludgeoning damage for each 10 feet the creature traveled before hitting the object.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "legendary", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "rug-of-safe-haven", "fields": {"name": "Rug of Safe Haven", "desc": "This small, 3-foot-by-5-foot rug is woven with a tree motif and a tasseled fringe. While the rug is laid out on the ground, you can speak its command word as an action to create an extradimensional space beneath the rug for 1 hour. The extradimensional space can be reached by lifting a corner of the rug and stepping down as if through a trap door in a floor. The space can hold as many as eight Medium or smaller creatures. The entrance can be hidden by pulling the rug flat. Attacks and spells can't cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window in the shape and style of the rug. Anything inside the extradimensional space is gently pushed out to the nearest unoccupied space when the duration ends. The rug can't be used this way again until the next dawn.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "rust-monster-shell", "fields": {"name": "Rust Monster Shell", "desc": "While wearing this armor, you gain a +1 bonus to AC. In addition, you can use an action to magically coat the armor in rusty flakes for 1 minute. While the armor is coated in rusty flakes, any nonmagical weapon made of metal that hits you corrodes. After dealing damage, the weapon takes a permanent and cumulative \u20131 penalty to damage rolls. If its penalty drops to \u20135, the weapon is destroyed. Nonmagical ammunition made of metal that hits you is destroyed after dealing damage. The armor can't be used this way again until the next dawn.", "document": 43, "page_no": null, "type": "Armor", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "sacrificial-knife", "fields": {"name": "Sacrificial Knife", "desc": "Runes dance along the blade of this keen knife. Sacrificial Knife (Common). While attuned to it, you can use this magic, rune-inscribed dagger as a spellcasting focus. Ceremonial Sacrificial Knife (Uncommon). More powerful versions of this blade also exist. While holding the greater version of this dagger, you can use it to perform a sacrificial ritual during a short rest. If you sacrifice a Tiny or Small creature, you regain one expended 1st-level spell slot. If you sacrifice a Medium or larger creature, you regain one expended 2nd-level spell slot.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "varies", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "saddle-of-the-cavalry-casters", "fields": {"name": "Saddle of the Cavalry Casters", "desc": "This magic saddle adjusts its size and shape to fit the animal to which it is strapped. While a mount wears this saddle, creatures have disadvantage on opportunity attacks against the mount or its rider. While you sit astride this saddle, you have advantage on any checks to remain mounted and on Constitution saving throws to maintain concentration on a spell when you take damage.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "sanctuary-shell", "fields": {"name": "Sanctuary Shell", "desc": "This seashell is intricately carved with protective runes. If you are carrying the shell and are reduced to 0 hit points or incapacitated, the shell activates, creating a bubble of force that expands to surround you and forces any other creatures out of your space. This sphere works like the wall of force spell, except that any creature intent on aiding you can pass through it. The protective sphere lasts for 10 minutes, or until you regain at least 1 hit point or are no longer incapacitated. When the protective sphere ends, the shell crumbles to dust.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "sand-arrow", "fields": {"name": "Sand Arrow", "desc": "The shaft of this arrow is made of tightly packed white sand that discorporates into a blast of grit when it strikes a target. On a hit, the sand catches in the fittings and joints of metal armor, and the target's speed is reduced by 10 feet until it cleans or removes the armor. In addition, the target must succeed on a DC 11 Constitution saving throw or be blinded until the end of its next turn.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "sand-suit", "fields": {"name": "Sand Suit", "desc": "Created from the treated body of a destroyed Apaxrusl (see Tome of Beasts 2), this leather armor constantly sheds fine sand. The faint echoes of damned souls also emanate from the armor. While wearing this armor, you gain a +1 bonus to AC, and you can understand and speak Abyssal. In addition, you can move through nonmagical, unworked earth and stone at your speed. While doing so, you don't disturb the material you move through. Because the souls that once infused the apaxrusl remain within the armor, you are susceptible to effects that sense, target, or harm fiends, such as a paladin's Divine Smite or a ranger's Primeval Awareness. This armor has 3 charges, and it regains 1d3 expended charges daily at dawn. As a reaction, when you are hit by an attack, you can expend 1 charge and make the armor flow like sand. Roll a 1d12 and reduce the damage you take by the number rolled.", "document": 43, "page_no": null, "type": "Armor", "rarity": "very rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "sandals-of-sand-skating", "fields": {"name": "Sandals of Sand Skating", "desc": "These leather sandals repel sand, leaving your feet free of particles and grit. While you wear these sandals in a desert, on a beach, or in an otherwise sandy environment, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced while in nonmagical difficult terrain made of sand. In addition, when you take the Dash action across sand, the extra movement you gain is double your speed instead of equal to your speed. With a speed of 30 feet, for example, you can move up to 90 feet on your turn if you dash across sand.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "sandals-of-the-desert-wanderer", "fields": {"name": "Sandals of the Desert Wanderer", "desc": "While you wear these soft leather sandals, you have resistance to fire damage. In addition, you ignore difficult terrain created by loose or deep sand, and you can tolerate temperatures of up to 150 degrees Fahrenheit.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "sanguine-lance", "fields": {"name": "Sanguine Lance", "desc": "This fiendish lance runs red with blood. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a creature that has blood with this lance, the target takes an extra 1d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "satchel-of-seawalking", "fields": {"name": "Satchel of Seawalking", "desc": "This eel-hide leather pouch is always filled with an unspeakably foul-tasting, coarse salt. You can use an action to toss a handful of the salt onto the surface of an unoccupied space of water. The water in a 5-foot cube becomes solid for 1 minute, resembling greenish-blue glass. This cube is buoyant and can support up to 750 pounds. When the duration expires, the hardened water cracks ominously and returns to a liquid state. If you toss the salt into an occupied space, the water congeals briefly then disperses harmlessly. If the satchel is opened underwater, the pouch is destroyed as its contents permanently harden. Once five handfuls of the salt have been pulled from the satchel, the satchel can't be used again until the next dawn.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "scalehide-cream", "fields": {"name": "Scalehide Cream", "desc": "As an action, you can rub this dull green cream over your skin. When you do, you sprout thick, olive-green scales like those of a giant lizard or green dragon that last for 1 hour. These scales give you a natural AC of 15 + your Constitution modifier. This natural AC doesn't combine with any worn armor or with a Dexterity bonus to AC. A jar of scalehide cream contains 1d6 + 1 doses.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "scarab-of-rebirth", "fields": {"name": "Scarab of Rebirth", "desc": "This coin-sized figurine of a scarab is crafted from an unidentifiable blue-gray metal, but it appears mundane in all other respects. When you speak its command word, it whirs to life and burrows into your flesh. You can speak the command word again to remove the scarab. While the scarab is embedded in your flesh, you gain the following:\n- You no longer need to eat or drink.\n- You can magically sense the presence of undead and pinpoint the location of any undead within 30 feet of you.\n- Your hit point maximum is reduced by 10.\n- If you die, you return to life with half your maximum hit points at the start of your next turn. The scarab can't return you to life if you were beheaded, disintegrated, crushed, or similar full-body destruction. Afterwards, the scarab exits your body and goes dormant. It can't be used again until 14 days have passed.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "scarf-of-deception", "fields": {"name": "Scarf of Deception", "desc": "While wearing this scarf, you appear different to everyone who looks upon you for less than 1 minute. In addition, you smell, sound, feel, and taste different to every creature that perceives you. Creatures with truesight or blindsight can see your true form, but their other senses are still confounded. If a creature studies you for 1 minute, it can make a DC 15 Wisdom (Perception) check. On a success, it perceives your real form.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "scent-sponge", "fields": {"name": "Scent Sponge", "desc": "This sea sponge collects the scents of creatures and objects. You can use an action to touch the sponge to a creature or object, and the scent of the target is absorbed into the sponge. An unwilling target can make a DC 13 Dexterity saving throw, and if it succeeds, it is unaffected by the sponge. For 1 hour after its scent has been absorbed, the target gives off no smell and can't be detected or tracked by creatures, spells, or other effects that rely on smell to detect or track the target. You can use an action to wipe the sponge on a creature or object, masking its natural scent with the scent stored in the sponge. An unwilling target can make a DC 13 Dexterity saving throw, and if it succeeds, it is unaffected by the sponge. For 1 hour after its scent has been masked, the target gives off the smell of the creature or object that was stored in the sponge. The effect ends early if the target's scent is replaced by another scent from the sponge or if the scent is cleaned away, which requires vigorous washing for 10 minutes with soap and water or similar materials. The sponge can hold a scent indefinitely, but it can hold only one scent at a time.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "scepter-of-majesty", "fields": {"name": "Scepter of Majesty", "desc": "While holding this bejeweled, golden rod, you can use an action to cast the enthrall spell (save DC 15) from it, exhorting those in range to follow you and obey your commands. When you finish speaking, 1d6 creatures that failed their saving throw are affected as if by the dominate person spell. Each such creature treats you as its ruler, obeying your commands and automatically fighting in your defense should anyone attempt to harm you. If you are also attuned to and wearing a Headdress of Majesty (see page 146), your charmed subjects have advantage on attack rolls against any creature that attacked you or that cast an obvious spell on you within the last round. The scepter can't be used this way again until the next dawn.", "document": 43, "page_no": null, "type": "Rod", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "scimitar-of-the-desert-winds", "fields": {"name": "Scimitar of the Desert Winds", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. While holding or carrying this scimitar, you can tolerate temperatures as low as \u201350 degrees Fahrenheit or as high as 150 degrees Fahrenheit without any additional protection.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "scorn-pouch", "fields": {"name": "Scorn Pouch", "desc": "The heart of a lover scorned turns black and potent. Similarly, this small leather pouch darkens from brown to black when a creature hostile to you moves within 10 feet of you.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "scorpion-feet", "fields": {"name": "Scorpion Feet", "desc": "These thick-soled leather sandals offer comfortable and safe passage across shifting sands. While you wear them, you gain the following benefits:\n- Your speed isn't reduced while in magical or nonmagical difficult terrain made of sand.\n- You have advantage on all ability checks and saving throws against natural hazards where sand is a threatening element.\n- You have immunity to poison damage and advantage on saving throws against being poisoned.\n- You leave no tracks or other traces of your passage through sandy terrain.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "legendary", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "scoundrels-gambit", "fields": {"name": "Scoundrel's Gambit", "desc": "This fluted silver tube, barely two inches long, bears tiny runes etched between the grooves. While holding this tube, you can use an action to cast the magic missile spell from it. Once used, the tube can't be used to cast magic missile again until 12 hours have passed.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "scourge-of-devotion", "fields": {"name": "Scourge of Devotion", "desc": "This cat o' nine tails is used primarily for self-flagellation, and its tails have barbs of silver woven into them. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and the weapon deals slashing damage instead of bludgeoning damage. You can spend 10 minutes using the scourge in a self-flagellating ritual, which can be done during a short rest. If you do so, your hit point maximum is reduced by 2d8. In addition, you have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage while your hit point maximum is reduced. This hit point maximum reduction can't be removed with the greater restoration spell or similar magic and lasts until you finish a long rest.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "scouts-coat", "fields": {"name": "Scout's Coat", "desc": "This lightweight, woolen coat is typically left naturally colored or dyed in earth tones or darker shades of green. While wearing the coat, you can tolerate temperatures as low as \u2013100 degrees Fahrenheit.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "screaming-skull", "fields": {"name": "Screaming Skull", "desc": "This skull looks like a normal animal or humanoid skull. You can use an action to place the skull on the ground, a table, or other surface and activate it with a command word. The skull's magic triggers when a creature comes within 5 feet of it without speaking that command word. The skull emits a green glow from its eye sockets, shedding dim light in a 15-foot radius, levitates up to 3 feet in the air, and emits a piercing scream for 1 minute that is audible up to 600 feet away. The skull can't be used this way again until the next dawn. The skull has AC 13 and 5 hit points. If destroyed while active, it releases a burst of necromantic energy. Each creature within 5 feet of the skull must succeed on a DC 11 Wisdom saving throw or be frightened until the end of its next turn.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "scrimshaw-comb", "fields": {"name": "Scrimshaw Comb", "desc": "Aside from being carved from bone, this comb is a beautiful example of functional art. It has 3 charges. As an action, you can expend a charge to cast invisibility. Unlike the standard version of this spell, you are invisible only to undead creatures. However, you can attack creatures who are not undead (and thus unaffected by the spell) without ending the effect. Casting a spell breaks the effect as normal. The comb regains 1d3 expended charges daily at dawn.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "scrimshaw-parrot", "fields": {"name": "Scrimshaw Parrot", "desc": "This parrot is carved from bits of whalebone and decorated with bright feathers and tiny jewels. You can use an action to affix the parrot to your shoulder or arm. While the parrot is affixed, you gain the following benefits: - You have advantage on Wisdom (Perception) checks that rely on sight.\n- You can use an action to cast the comprehend languages spell from it at will.\n- You can use an action to speak the command word and activate the parrot. It records up to 2 minutes of sounds within 30 feet of it. You can touch the parrot at any time (no action required), stopping the recording. Commanding the parrot to record new sounds overwrites the previous recording. You can use a bonus action to speak a different command word, and the parrot repeats the sounds it heard. Effects that limit or block sound, such as a closed door or the silence spell, similarly limit or block the sounds the parrot records.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "scroll-of-conjuring", "fields": {"name": "Scroll of Conjuring", "desc": "By using an action to recite the incantation inscribed on this scroll, you can conjure a creature to assist you, chosen by the GM or determined by rolling a d8 and consulting the appropriate table. Once the creature appears, the scroll crumbles to dust and is destroyed. The creature vanishes after 8 hours or when it is reduced to 0 hit points. The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In absence of such orders, the creature acts in a fashion appropriate to its nature. Alternately, you can command the creature to perform a single task, which it will do to the best of its ability. A task can be simple (\u201cRemove the debris blocking this passage.\u201d) or complex (\u201cSearch the castle, taking care to remain unnoticed. Take a count of the guards and their locations, then return here and draw me a map.\u201d) but must be completable within 8 hours. | d8 | Creature | |\n| --- | -------------------------------------------------------------------------------------------------- | --- |\n| 1 | Dust Mephit\\|Dust/Ice Mephit\\|Ice/Magma Mephit\\|Magma mephit or Lantern Dragonette | ] |\n| 2 | Hippogriff or Clockwork Soldier | |\n| 3 | Imp/Quasit or Aviere | |\n| 4 | Death Dog or Giant Moth - Shockwing | |\n| 5 | Centaur or Roggenwolf | |\n| 6 | Ettercap or Clockwork Hound | |\n| 7 | Ogre of Spider thief | |\n| 8 | Griffon or Dragon - Light - Wyrmling | | | d8 | Creature |\n| --- | ------------------------------------------------------ |\n| 1 | Copper Dragon Wyrmling or Wind Wyrmling Dragon |\n| 2 | Pegasus or Demon - Wind |\n| 3 | Gargoyle or Drake - Hoarfrost |\n| 4 | Grick or Kitsune |\n| 5 | Hell Hound or Kobold - Swolbold |\n| 6 | Winter Wolf or Clockwork Huntsman |\n| 7 | Minotaur or Drake - Peluda |\n| 8 | Doppelganger or Pombero | | d8 | Creature |\n| --- | ------------------------------------------ |\n| 1 | Bearded Devil or Korrigan |\n| 2 | Nightmare or Wyrmling Flame Dragon |\n| 3 | Phase Spider or Bloodsapper |\n| 4 | Chuul or Elemental - Venom |\n| 5 | Ettin or Domovoi |\n| 6 | Succubus or Incubus or Ratatosk |\n| 7 | Salamander or Drake - Moon |\n| 8 | Xorn or Karakura |", "document": 43, "page_no": null, "type": "Scroll", "rarity": "uncommon (least), rare (lesser), very rare (greater)", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "scroll-of-fabrication", "fields": {"name": "Scroll of Fabrication", "desc": "You can draw a picture of any object that is Large or smaller on the face of this blank scroll. When the drawing is complete, it becomes a real, nonmagical, three-dimensional object. Thus, a drawing of a backpack becomes an actual backpack you can use to store and carry items. Any object created by the scroll can be destroyed by the dispel magic spell, by taking it into the area of an antimagic field, or by similar circumstances. Nothing created by the scroll can have a value greater than 25 gp. If you draw an object of greater value, such as a diamond, the object appears authentic, but close inspection reveals it to be made from glass, paste, bone or some other common or worthless material. The object remains for 24 hours or until you dismiss it as a bonus action. The scroll can't be used this way again until the next dawn.", "document": 43, "page_no": null, "type": "Scroll", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "scroll-of-treasure-finding", "fields": {"name": "Scroll of Treasure Finding", "desc": "Each scroll of treasure finding works for a specific type of treasure. You can use an action to read the scroll and sense whether that type of treasure is present within 1 mile of you for 1 hour. This scroll reveals the treasure's general direction, but not its specific location or amount. The GM chooses the type of treasure or determines it by rolling a d100 and consulting the following table. | dice: 1d% | Treasure Type |\n| ----------- | ------------- |\n| 01-10 | Copper |\n| 11-20 | Silver |\n| 21-30 | Electrum |\n| 31-40 | Gold |\n| 41-50 | Platinum |\n| 51-75 | Gemstone |\n| 76-80 | Art objects |\n| 81-00 | Magic items |", "document": 43, "page_no": null, "type": "Scroll", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "scrolls-of-correspondence", "fields": {"name": "Scrolls of Correspondence", "desc": "These vellum scrolls always come in pairs. Anything written on one scroll also appears on the matching scroll, as long as they are both on the same plane of existence. Each scroll can hold up to 75 words at a time. While writing on one scroll, you are aware that the words are appearing on a paired scroll, and you know if no creature bears the paired scroll. The scrolls don't translate words written on them, and the reader and writer must be able to read and write the same language to understanding the writing on the scrolls. While holding one of the scrolls, you can use an action to tap it three times with a quill and speak a command word, causing both scrolls to go blank. If one of the scrolls in the pair is destroyed, the other scroll becomes nonmagical.", "document": 43, "page_no": null, "type": "Scroll", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "sea-witchs-blade", "fields": {"name": "Sea Witch's Blade", "desc": "This slim, slightly curved blade has a ghostly sheen and a wickedly sharp edge. You can use a bonus action to speak this magic sword's command word (\u201cmemory\u201d) and cause the air around the blade to shimmer with a pale, violet glow. This glow sheds bright light in a 20-foot radius and dim light for an additional 20 feet. While the sword is glowing, it deals an extra 2d6 psychic damage to any target it hits. The glow lasts until you use a bonus action to speak the command word again or until you drop or sheathe the sword. When a creature takes psychic damage from the sword, you can choose to have the creature make a DC 15 Wisdom saving throw. On a failure, you take 2d6 psychic damage, and the creature is stunned until the end of its next turn. Once used, this feature of the sword shouldn't be used again until the next dawn. Each time it is used before then, the psychic damage you take increases by 2d6.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "very rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "searing-whip", "fields": {"name": "Searing Whip", "desc": "Inspired by the searing breath weapon of a light drake (see Tome of Beasts 2), this whip seems to have filaments of light interwoven within its strands. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a creature with this weapon, the creature takes an extra 1d4 radiant damage. When you roll a 20 on an attack roll made with this weapon, the target is blinded until the end of its next turn. The whip has 3 charges, and it regains 1d3 expended charges daily at dawn or when exposed to a daylight spell for 1 minute. While wielding the whip, you can use an action to expend 1 of its charges to transform the whip into a searing beam of light. Choose one creature you can see within 30 feet of you and make one attack roll with this whip against that creature. If the attack hits, that creature and each creature in a line that is 5 feet wide between you and the target takes damage as if hit by this whip. All of this damage is radiant. If the target is undead, you have advantage on the attack roll.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "second-wind", "fields": {"name": "Second Wind", "desc": "This plain, copper band holds a clear, spherical crystal. When you run out of breath or are choking, you can use a reaction to activate the ring. The crystal shatters and air fills your lungs, allowing you to continue to hold your breath for a number of minutes equal to 1 + your Constitution modifier (minimum 30 seconds). A shattered crystal magically reforms at the next dawn.", "document": 43, "page_no": null, "type": "Ring", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "seelie-staff", "fields": {"name": "Seelie Staff", "desc": "This white ash staff is decorated with gold and tipped with an uncut crystal of blue quartz. This staff can be wielded as a magic quarterstaff. While holding the staff, you have advantage on Charisma checks made to influence or interact socially with fey creatures. The staff has 10 charges for the following properties. The staff regains 1d6 + 4 charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff dissolves into a shower of fragrant flower petals, which blow away in a sudden wind. Rebuke Fey. When you hit a fey creature with a melee attack using the staff, you can expend 1 charge to deal an extra 2d6 radiant damage to the target. If the fey has an evil alignment, the extra damage increases to 4d6, and the target must succeed on a DC 15 Wisdom saving throw or be frightened of you until the start of your next turn. Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: charm person (1 charge), conjure woodland beings (4 charges), disguise self (1 charge), pass without trace (2 charges), or tree stride (5 charges). You can also use an action to cast the vicious mockery cantrip from the staff without using any charges.", "document": 43, "page_no": null, "type": "Staff", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "selkets-bracer", "fields": {"name": "Selket's Bracer", "desc": "This bronze bracer is crafted in the shape of a scorpion, its legs curled around your wrist, tail raised and ready to strike. While wearing this bracer, you are immune to the poisoned condition. The bracer has 4 charges and regains 1d4 charges daily at dawn. You can expend 1 charge as a bonus action to gain tremorsense out to a range of 30 feet for 1 minute. In addition, you can expend 2 charges as a bonus action to coat a weapon you touch with venom. The poison remains for 1 minute or until an attack using the weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or be poisoned until the end of its next turn.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "very rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "seneschals-gloves", "fields": {"name": "Seneschal's Gloves", "desc": "These white gloves have elegant tailoring and size themselves perfectly to fit your hands. The gloves must be attuned to a specific, habitable place with walls, a roof, and doors before you can attune to them. To attune the gloves to a location, you must leave the gloves in the location for 24 hours. Once the gloves are attuned to a location, you can attune to them. While you wear the gloves, you can unlock any nonmagical lock within the attuned location by touching the lock, and any mundane portal you open in the location while wearing these gloves opens silently. As an action, you can snap your fingers and every nonmagical portal within 30 feet of you immediately closes and locks (if possible) as long as it is unobstructed. (Obstructed portals remain open.) Once used, this property of the gloves can't be used again until the next dawn.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "sentinel-portrait", "fields": {"name": "Sentinel Portrait", "desc": "This painting appears to be a well-rendered piece of scenery, devoid of subjects. You can spend 5 feet of movement to step into the painting. The painting then appears to be a portrait of you, against whatever background was already present. While in the painting, you are immobile unless you use a bonus action to exit the painting. Your senses still function, and you can use them as if you were in the portrait's space. You remain unharmed if the painting is damaged, but if it is destroyed, you are immediately shunted into the nearest unoccupied space.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "serpent-staff", "fields": {"name": "Serpent Staff", "desc": "Fashioned from twisted ash wood, this staff 's head is carved in the likeness of a serpent preparing to strike. You have resistance to poison damage while you hold this staff. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the carved snake head twists and magically consumes the rest of the staff, destroying it. Spells. 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: cloudkill (5 charges), detect poison and disease (1 charge), poisoned volley* (2 charges), or protection from poison (2 charges). You can also use an action to cast the poison spray spell from the staff without using any charges. Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition. Serpent Form. While holding the staff, you can use an action cast polymorph on yourself, transforming into a serpent or snake that has a challenge rating of 2 or lower. While you are in the form of a serpent, you retain your Intelligence, Wisdom, and Charisma scores. You can remain in serpent form for up to 1 minute, and you can revert to your normal form as an action. Once used, this property can\u2019t be used again until the next dawn.", "document": 43, "page_no": null, "type": "Staff", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "serpentine-bracers", "fields": {"name": "Serpentine Bracers", "desc": "These bracers are a pair of golden snakes with ruby eyes, which coil around your wrist and forearm. While wearing both bracers, you gain a +1 bonus to AC if you are wearing no armor and using no shield. You can use an action to speak the bracers' command word and drop them on the ground in two unoccupied spaces within 10 feet of you. The bracers become two constrictor snakes under your control and act on their own initiative counts. By using a bonus action to speak the command word again, you return a bracer to its normal form in a space formerly occupied by the snake. On your turn, you can mentally command each snake if it is within 60 feet of you and you aren't incapacitated. You decide what action the snakes take and where they move during their next turns, or you can issue them a general command, such as attack your enemies or guard a location. If a snake is reduced to 0 hit points, it dies, reverts to its bracer form, and can't be commanded to become a snake again until 2 days have passed. If a snake reverts to bracer form before losing all its hit points, it regains all of them and can't be commanded to become a snake again until the next dawn.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "serpents-scales", "fields": {"name": "Serpent's Scales", "desc": "While wearing this armor made from the skin of a giant snake, you gain a +1 bonus to AC, and you have resistance to poison damage. While wearing the armor, you can use an action to cast polymorph on yourself, transforming into a giant poisonous snake. While you are in the form of a snake, 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 armor can't be used this way again until the next dawn.", "document": 43, "page_no": null, "type": "Armor", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "serpents-tooth", "fields": {"name": "Serpent's Tooth", "desc": "When you hit with an attack using this magic spear, the target takes an extra 1d6 poison damage. In addition, while you hold the spear, you have advantage on Dexterity (Acrobatics) checks.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "servile-shabti", "fields": {"name": "Servile Shabti", "desc": "Crafted to serve in place of the dead in the afterlife, shabti are often used by the living for their own ends. These 1-foot-tall statuettes are crafted of ceramic, stone, or terracotta and are garbed in gear indicative of their function. If you use an action to speak the command word and throw the shabti to a point on the ground within 30 feet of you, it grows into a Medium construct that performs the tasks for which it was created. If the space where the shabti would grow is occupied by other creatures or objects, or if there isn\u2019t enough space for the shabti, the shabti doesn\u2019t grow. Unless stated otherwise in an individual shabti\u2019s description, a servile shabti uses the statistics of animated armor, except the servile shabti\u2019s Armor Class is 13, and it doesn\u2019t have the Multiattack or Slam actions. When the shabti is motionless, it is indistinguishable from a ceramic, stone, or terracotta statue, rather than a suit of armor. The shabti is friendly to you and your companions, and it acts immediately after you. It understands your languages and obeys your spoken commands (no action required by you unless specified in the shabti\u2019s description). If you issue no commands, the shabti takes the Dodge action and no other actions. The shabti exists for a duration specific to each shabti. At the end of the duration, it reverts to its statuette form. It reverts to a statuette early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the shabti becomes a statuette again, its property can't be used again until a certain amount of time has passed, as specified in the shabti\u2019s description. Crafter Shabti (Uncommon). This shabti wears a leather apron and carries the tools of its trade. Each crafting shabti is skilled in a single craft\u2014 weaponsmithing, pottery, carpentry, or another trade\u2014and has proficiency with the appropriate artisan\u2019s tools. You can use an action to command the shabti to craft a single, nonmagical item within its skill set, so long as you provide it the raw materials to do so. The shabti works at incredible speeds, needing only 10 minutes per 100 gp value of the item to finish its task. A crafting shabti can never create magic items. Once it completes its task, the shabti reverts to statuette form, and it can\u2019t be used again until a number of hours have passed equal to twice the market value in gold pieces of the item crafted (minimum of 10 hours). Defender Shabti (Uncommon). This shabti carries a shield, increasing its AC by 2. You can use a bonus action to command the shabti to either defend you or harass an enemy you can see within 30 feet of you. If the shabti defends you, each creature within 5 feet of the shabti has disadvantage on melee weapon attack rolls against you. If the shabti harasses a creature, each creature within 5 feet of the shabti has advantage on melee weapon attack rolls against that creature. The shabti remains active for up to 8 hours, after which it reverts to statuette form and can\u2019t be used again until 3 days have passed. Digger Shabti (Uncommon). The shabti carries a shovel and pick. You can command the shabti to excavate earthworks to your specifications. The shabti can manipulate a 10-foot cube of earth or mud in any fashion (digging a hole or trench, raising a rampart, or similar), which takes 1 minute to complete. The shabti can manipulate a 10-foot cube of stone in a similar fashion, but it takes 10 minutes to complete. The shabti can work for up to 1 hour before reverting to statuette form. Once used, the shabti can\u2019t be used again until 2 days have passed. Farmer Shabti (Rare). This shabti carries farming implements. If you activate it in an area with sufficient soil and a climate suitable for growing crops, the shabti begins tilling the earth and planting seeds it carries, which are magically replenished during its time in statuette form. The shabti tends its field, magically bringing the crops to full growth and harvesting them in a period of 8 hours. The yield from the harvest is enough to feed up to twelve creatures for 7 days, and the crops remain edible for 30 days before perishing. Alternately, the shabti can spend 10 minutes planting magical crops. The magical crops take 30 minutes to grow and harvest and 30 minutes to consume. Up to twelve creatures can consume the magical crops, gaining benefits as if partaking in a heroes' feast. The benefits don\u2019t set in until 30 minutes after the crops were harvested, and any uneaten crops disappear at that time. Once the shabti is used to perform either function, the shabti returns to statuette form, and it can\u2019t be used again until 30 days have passed. Healer Shabti (Very Rare). This shabti is dressed in scholarly robes and carries a bag of medical supplies. It is proficient with a healer\u2019s kit, has Medicine +7, and tends to the wounds of you and your companions. If directed to administer care when you take a short rest, the shabti can tend the wounds of up to six creatures over the course of the hour. Each creature that spends Hit Dice to regain hit points during that short rest increases the amount gained per Hit Die by 2, up to the maximum number that can be rolled. The shabti follows you and tends to the wounds of you and your companions, as directed, for up to 8 hours before reverting to statuette form. While the shabti is active, you can use a bonus action to command it to cast cure wounds (4th-level version), lesser restoration, or protection from poison on one creature you can see within 30 feet of you on its next turn. The shabti can cast each spell only once. When it has cast all three spells, the shabti reverts to statuette form, even if its normal duration hasn\u2019t ended. Once the shabti has been used, it can\u2019t be used again until 5 days have passed. Warrior Shabti (Rare). This shabti wields a spear and carries a shield, increasing its AC by 2. This shabti has the animated armor\u2019s Multiattack and Slam actions, except the shabti\u2019s Slam attack deals piercing damage instead of the bludgeoning damage normal for the animated armor\u2019s Slam attack. This shabti can understand and carry out fairly complex commands, such as standing watch while you and your companions rest or guarding a room and letting only specific creatures in or out. The shabti follows you and acts as directed for up to 8 hours or until it is reduced to 0 hit points, at which point it returns to statuette form. Once the shabti has been used, it can\u2019t be used again until 5 days have passed.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "varies", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "shadow-tome", "fields": {"name": "Shadow Tome", "desc": "This unassuming book possesses powerful illusory magics. When you write on its pages while attuned to it, you can choose for the contents to appear to be something else entirely. A shadow tome used as a spellbook could be made to look like a cookbook, for example. To read the true text, you must speak a command word. A second speaking of the word hides the true text once more. A true seeing spell can see past the shadow tome\u2019s magic and reveals the true text to the reader. Most shadow tomes already contain text, and it is rare to find one filled with blank pages. When you first attune to the book, you can choose to keep or remove the book\u2019s previous contents.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "shadowhounds-muzzle", "fields": {"name": "Shadowhound's Muzzle", "desc": "This black leather muzzle seems to absorb light. As an action, you can place this muzzle around the snout of a grappled, unconscious, or willing canine with an Intelligence of 3 or lower, such as a mastiff or wolf. The canine transforms into a shadowy version of itself for 1 hour. It uses the statistics of a shadow, except it retains its size. It has its own turns and acts on its own initiative. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to it, it defends itself from hostile creatures, but otherwise takes no actions. If the shadow canine is reduced to 0 hit points, the canine reverts to its original form, and the muzzle is destroyed. At the end of the duration or if you remove the muzzle (by stroking the canine's snout), the canine reverts to its original form, and the muzzle remains intact. If you become unattuned to this item while the muzzle is on a canine, its transformation becomes permanent, and the creature becomes independent with a will of its own. Once used, the muzzle can't be used to transform a canine again until the next dawn.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "shark-tooth-crown", "fields": {"name": "Shark Tooth Crown", "desc": "Shark's teeth of varying sizes adorn this simple leather headband. The teeth pile one atop the other in a jumble of sharp points and flat sides. Three particularly large teeth are stained with crimson dye. The teeth move slightly of their own accord when you are within 1 mile of a large body of saltwater. The effect is one of snapping and clacking, producing a sound not unlike a crab's claw. While wearing this headband, you have advantage on Wisdom (Survival) checks to find your way when in a large body of saltwater or pilot a vessel on a large body of saltwater. In addition, you can use a bonus action to cast the command spell (save DC 15) from the crown. If the target is a beast with an Intelligence of 3 or lower that can breathe water, it automatically fails the saving throw. The headband can't be used this way again until the next dawn.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "sharkskin-vest", "fields": {"name": "Sharkskin Vest", "desc": "While wearing this armor, you gain a +1 bonus to AC, and you have advantage on Strength (Athletics) checks made to swim. While wearing this armor underwater, you can use an action to cast polymorph on yourself, transforming into a reef shark. While you are in the form of the reef shark, 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 armor can't be used this way again until the next dawn.", "document": 43, "page_no": null, "type": "Armor", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "sheeshah-of-revelations", "fields": {"name": "Sheeshah of Revelations", "desc": "This finely crafted water pipe is made from silver and glass. Its vase is etched with arcane symbols. When you spend 1 minute using the sheeshah to smoke normal or flavored tobacco, you enter a dreamlike state and are granted a cryptic or surreal vision giving you insight into your current quest or a significant event in your near future. This effect works like the divination spell. Once used, you can't use the sheeshah in this way again until 7 days have passed or until the events hinted at in your vision have come to pass, whichever happens first.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "shepherds-flail", "fields": {"name": "Shepherd's Flail", "desc": "The handle of this simple flail is made of smooth lotus wood. The three threshers are made of carved and painted wooden beads. You gain a + 1 bonus to attack and damage rolls made with this magic weapon. True Authority (Requires Attunement). You must be attuned to a crook of the flock (see page 72) to attune to this weapon. The attunement ends if you are no longer attuned to the crook. While you are attuned to this weapon and holding it, your Charisma score increases by 4 and can exceed 20, but not 30. When you hit a beast with this weapon, the beast takes an extra 3d6 bludgeoning damage. For the purpose of this weapon, \u201cbeast\u201d refers to any creature with the beast type. The flail also has 5 charges. When you reduce a humanoid to 0 hit points with an attack from this weapon, you can expend 1 charge. If you do so, the humanoid stabilizes, regains 1 hit point, and is charmed by you for 24 hours. While charmed in this way, the humanoid regards you as its trusted leader, but it otherwise retains its statistics and regains hit points as normal. If harmed by you or your companions, or commanded to do something contrary to its nature, the target ceases to be charmed in this way. The flail regains 1d4 + 1 expended charges daily at dawn.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "legendary", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "shield-of-gnawing", "fields": {"name": "Shield of Gnawing", "desc": "The wooden rim of this battered oak shield is covered in bite marks. While holding this shield, you gain a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. In addition, you can use the Shove action as a bonus action while raging.", "document": 43, "page_no": null, "type": "Armor", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "shield-of-missile-reversal", "fields": {"name": "Shield of Missile Reversal", "desc": "While wielding this shield, you gain a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. When you would be struck by a ranged attack, you can use a reaction to cause the outer surface of the shield to emit a flash of magical energy, sending the missile hurtling back at your attacker. Make a ranged weapon attack roll against your attacker using the attacker's bonuses on the roll. If the attack hits, roll damage as normal, using the attacker's bonuses.", "document": 43, "page_no": null, "type": "Armor", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "shield-of-the-fallen", "fields": {"name": "Shield of the Fallen", "desc": "Your allies can use this shield to move you when you aren't capable of moving. If you are paralyzed, petrified, or unconscious, and a creature lays you on this shield, the shield rises up under you, bearing you and anything you currently wear or carry. The shield then follows the creature that laid you on the shield for up to 1 hour before gently lowering to the ground. This property otherwise works like the floating disk spell. Once used, the shield can't be used this way again for 1d12 hours.", "document": 43, "page_no": null, "type": "Armor", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "shifting-shirt", "fields": {"name": "Shifting Shirt", "desc": "This nondescript, smock-like garment changes its appearance on command. While wearing this shirt, you can use a bonus action to speak the shirt's command word and cause it to assume the appearance of a different set of clothing. You decide what it looks like, including color, style, and accessories\u2014from filthy beggar's clothes to glittering court attire. The illusory appearance lasts until you use this property again or remove the shirt.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "shimmer-ring", "fields": {"name": "Shimmer Ring", "desc": "This ring is crafted of silver with an inlay of mother-of-pearl. While wearing the ring, you can use an action to speak a command word and cause the ring to shed white and sparkling bright light in a 20-foot radius and dim light for an additional 20 feet. The light lasts until you use a bonus action to repeat the command word. The ring has 6 charges for the following properties. It regains 1d6 charges daily at dawn. Bestow Shimmer. While wearing the ring, you can use a bonus action to expend 1 of its charges to charge a weapon you wield with silvery energy until the start of your next turn. When you hit with an attack using the charged weapon, the target takes an extra 1d6 radiant damage. Shimmering Aura. While wearing the ring, you can use an action to expend 1 of its charges to surround yourself with a silvery, shimmering aura of light for 1 minute. This bright light extends from you in a 5-foot radius and is sunlight. While you are surrounded in this light, you have resistance to radiant damage. Shimmering Bolt. While wearing the ring, you can use an action to expend 1 to 3 of its charges to attack one creature you can see within 60 feet of you. The ring produces a bolt of silvery light and makes its attack roll with a +7 bonus. On a hit, the target takes 2d6 radiant damage for each charge you expend.", "document": 43, "page_no": null, "type": "Ring", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "shoes-of-the-shingled-canopy", "fields": {"name": "Shoes of the Shingled Canopy", "desc": "These well-made, black leather shoes have brass buckles shaped like chimneys. While wearing the shoes, you have proficiency in the Acrobatics skill. In addition, while falling, you can use a reaction to cast the feather fall spell by holding your nose. The shoes can't be used this way again until the next dusk.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "shrutinandan-sitar", "fields": {"name": "Shrutinandan Sitar", "desc": "An exquisite masterpiece of craftsmanship, this instrument is named for a prestigious musical academy. You must be proficient with stringed instruments to use this instrument. A creature that plays the instrument without being proficient with stringed instruments must succeed on a DC 17 Wisdom saving throw or take 2d6 psychic damage. The exquisite sounds of this sitar are known to weaken the power of demons. Each creature that can hear you playing this sitar has advantage on saving throws against the spells and special abilities of demons. Spells. You can use an action to play the sitar and cast one of the following spells from it, using your spell save DC and spellcasting ability: create food and water, fly, insect plague, invisibility, levitate, protection from evil and good, or reincarnate. Once the sitar has been used to cast a spell, you can\u2019t use it to cast that spell again until the next dawn. Summon. If you spend 1 minute playing the sitar, you can summon animals to fight by your side. This works like the conjure animals spell, except you can summon only 1 elephant, 1d2 tigers, or 2d4 wolves.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "very rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "sickle-of-thorns", "fields": {"name": "Sickle of Thorns", "desc": "You gain a +1 bonus to attack and damage rolls made with this weapon. As an action, you can swing the sickle to cut nonmagical vegetation up to 60 feet away from you. Each cut is a separate action with one action equaling one swing of your arm. Thus, you can lead a party through a jungle or briar thicket at a normal pace, simply swinging the sickle back and forth ahead of you to clear the path. It can't be used to cut trunks of saplings larger than 1 inch in diameter. It also can't cut through unliving wood (such as a door or wall). When you hit a plant creature with a melee attack with this weapon, that target takes an extra 1d6 slashing damage. This weapon can make very precise cuts, such as to cut fruit or flowers high up in a tree without damaging the tree.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "siege-arrow", "fields": {"name": "Siege Arrow", "desc": "This magic arrow's tip is enchanted to soften stone and warp wood. When this arrow hits an object or structure, it deals double damage then becomes a nonmagical arrow.", "document": 43, "page_no": null, "type": "Ammunition", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "signaling-ammunition", "fields": {"name": "Signaling Ammunition", "desc": "This magic ammunition creates a trail of light behind it as it flies through the air. If the ammunition flies through the air and doesn't hit a creature, it releases a burst of light that can be seen for up to 1 mile. If the ammunition hits a creature, the creature must succeed on a DC 13 Dexterity saving throw or be outlined in golden light until the end of its next turn. While the creature is outlined in light, it can't benefit from being invisible and any attack against it has advantage if the attacker can see the outlined creature.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "signaling-compass", "fields": {"name": "Signaling Compass", "desc": "The exterior of this clamshell metal case features a polished, mirror-like surface on one side and an ornate filigree on the other. Inside is a magnetic compass. While the case is closed, you can use an action to speak the command word and project a harmless beam of light up to 1 mile. As an action while holding the compass, you can flash a concentrated beam of light at a creature you can see within 60 feet of you. The target must succeed on a DC 13 Constitution saving throw or be blinded for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The compass can't be used this way again until the next dawn.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "signet-of-the-magister", "fields": {"name": "Signet of the Magister", "desc": "This heavy, gold ring is set with a round piece of carnelian, which is engraved with the symbol of an eagle perched upon a crown. While wearing the ring, you have advantage on saving throws against enchantment spells and effects. You can use an action to touch the ring to a creature\u2014requiring a melee attack roll unless the creature is willing or incapacitated\u2014and magically brand it with the ring\u2019s crest. When a branded creature harms you, it takes 2d6 psychic damage and must succeed on a DC 15 Wisdom saving throw or be stunned until the end of its next turn. On a success, a creature is immune to this property of the ring for the next 24 hours, but the brand remains until removed. You can remove the brand as an action. The remove curse spell also removes the brand. Once you brand a creature, you can\u2019t brand another creature until the next dawn. Instruments of Law. If you are also attuned to and wearing a Justicar\u2019s mask (see page 149), you can cast the locate creature to detect a branded creature at will from the ring. If you are also attuned to and carrying a rod of the disciplinarian (see page 83), the psychic damage from the brand increases to 3d6 and the save DC increases to 16.", "document": 43, "page_no": null, "type": "Ring", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "silver-string", "fields": {"name": "Silver String", "desc": "These silver wires magically adjust to fit any stringed instrument, making its sound richer and more melodious. You have advantage on Charisma (Performance) checks made when playing the instrument.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "silvered-oar", "fields": {"name": "Silvered Oar", "desc": "This is a 6-foot-long birch wood oar with leaves and branches carved into its length. The grooves of the carvings are filled with silver, which glows softly when it is outdoors at night. You can activate the oar as an action to have it row a boat unassisted, obeying your mental commands. You can instruct it to row to a destination familiar to you, allowing you to rest while it performs its task. While rowing, it avoids contact with objects on the boat, but it can be grabbed and stopped by anyone at any time. The oar can move a total weight of 2,000 pounds at a speed of 3 miles per hour. It floats back to your hand if the weight of the craft, crew, and carried goods exceeds that weight.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "skalds-harp", "fields": {"name": "Skald's Harp", "desc": "This ornate harp is fashioned from maple and engraved with heroic scenes of warriors battling trolls and dragons inlaid in bone. The harp is strung with fine silver wire and produces a sharp yet sweet sound. You must be proficient with stringed instruments to use this harp. When you play the harp, its music enhances some of your bard class features. Song of Rest. When you play this harp as part of your Song of Rest performance, each creature that spends one or more Hit Dice during the short rest gains 10 temporary hit points at the end of the short rest. The temporary hit points last for 1 hour. Countercharm. When you play this harp as part of your Countercharm performance, you and any friendly creatures within 30 feet of you also have resistance to thunder damage and have advantage on saving throws against being paralyzed. When this property has been used for a total of 10 minutes, this property can\u2019t be used again until the next dawn.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "skipstone", "fields": {"name": "Skipstone", "desc": "This small bark-colored stone measures 3/4 of an inch in diameter and weighs 1 ounce. Typically, 1d4 + 1 skipstones are found together. You can use an action to throw the stone up to 60 feet. The stone crumbles to dust on impact and is destroyed. Each creature within a 5-foot radius of where the stone landed must succeed on a DC 15 Constitution saving throw or be thrown forward in time until the start of your next turn. Each creature disappears, during which time it can't act and is protected from all effects. At the start of your next turn, each creature reappears in the space it previously occupied or the nearest unoccupied space, and it is unaware that any time has passed.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "skullcap-of-deep-wisdom", "fields": {"name": "Skullcap of Deep Wisdom", "desc": "TThis scholar\u2019s 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\u2019s 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.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "slatelight-ring", "fields": {"name": "Slatelight Ring", "desc": "This decorated thick gold band is adorned with a single polished piece of slate. While wearing this ring, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing this ring increases its range by 60 feet. In addition, you can use an action to cast the faerie fire spell (DC 15) from it. The ring can't be used this way again until the next dawn.", "document": 43, "page_no": null, "type": "Ring", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "sleep-pellet", "fields": {"name": "Sleep Pellet", "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.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "slick-cuirass", "fields": {"name": "Slick Cuirass", "desc": "This suit of leather armor has a shiny, greasy look to it. While wearing the armor, you have advantage on ability checks and saving throws made to escape a grapple. In addition, while squeezing through a smaller space, you don't have disadvantage on attack rolls and Dexterity saving throws.", "document": 43, "page_no": null, "type": "Armor", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "slimeblade", "fields": {"name": "Slimeblade", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The blade of the sword is coated in an endless supply of violet-colored slime. Despite the sword's tendency to drip, the slime does not flow over the pommel, regardless of the angle at which it is held. You are immune to the effect of the slime while attuned to this sword. While holding this sword, you can communicate telepathically with ooze creatures, and you have advantage on Charisma (Deception, Intimidation, and Persuasion) checks against ooze creatures. In addition, you can use an action to fling some of the sword's slime at a creature you can see within 30 feet of you. The target must make a DC 15 Constitution saving throw. On a failure, the target takes 2d4 poison damage and is poisoned until the end of its next turn. On a success, the target takes half the damage and isn't poisoned. The sword can't be used this way again until 1 hour has passed.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "sling-stone-of-screeching", "fields": {"name": "Sling Stone of Screeching", "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.", "document": 43, "page_no": null, "type": "Ammunition", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "slippers-of-the-cat", "fields": {"name": "Slippers of the Cat", "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.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "slipshod-hammer", "fields": {"name": "Slipshod Hammer", "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 \u20132 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "smoking-plate-of-heithmir", "fields": {"name": "Smoking Plate of Heithmir", "desc": "This armor is soot-colored plate with grim dwarf visages on the pauldrons. The pauldrons emit curling smoke and are warm to the touch. You gain a +3 bonus to AC and are resistant to cold damage while wearing this armor. In addition, when you are struck by an attack while wearing this armor, you can use a reaction to fill a 30-foot cone in front of you with dense smoke. The smoke spreads around corners, and its area is heavily obscured. Each creature in the smoke when it appears and each creature that ends its turn in the smoke must succeed on a DC 17 Constitution saving throw or be poisoned for 1 minute. A wind of at least 20 miles per hour disperses the smoke. Otherwise, the smoke lasts for 5 minutes. Once used, this property of the armor can't be used again until the next dawn.", "document": 43, "page_no": null, "type": "Armor", "rarity": "legendary", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "smugglers-bag", "fields": {"name": "Smuggler's Bag", "desc": "This leather-bottomed, draw-string canvas bag appears to be a sturdy version of a common sack. If you use an action to speak the command word while holding the bag, all the contents within shift into an extradimensional space, leaving the bag empty. The bag can then be filled with other items. If you speak the command word again, the bag's current contents transfer into the extradimensional space, and the items in the extradimensional space transfer to the bag. The extradimensional space and the bag itself can each hold up to 1 cubic foot of items or 30 pounds of gear.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "smugglers-coat", "fields": {"name": "Smuggler's Coat", "desc": "When you attune yourself to this coat, it conforms to you in a color and style of your choice. It has no visible pockets, but they appear if you place your hands against the side of the coat and expect pockets. Once your hand is withdrawn, the pockets vanish and take anything placed in them to an extradimensional space. The coat can hold up to 40 pounds of material in up to 10 different extradimensional pockets. Nothing can be placed inside the coat that won't fit in a pocket. Retrieving an item from a pocket requires you to use an action. When you reach into the coat for a specific item, the correct pocket always appears with the desired item magically on top. As a bonus action, you can force the pockets to become visible on the coat. While you maintain concentration, the coat displays its four outer pockets, two on each side, four inner pockets, and two pockets on each sleeve. While the pockets are visible, any creature you allow can store or retrieve an item as an action. If the coat is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. Placing the coat inside an extradimensional space, such as a bag of holding, 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.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "very rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "snake-basket", "fields": {"name": "Snake Basket", "desc": "The bowl of this simple, woven basket has hig-sloped sides, making it almost spherical. A matching woven lid sits on top of it, and leather straps secure the lid through loops on the base. The basket can hold up to 10 pounds. As an action, you can speak the command word and remove the lid to summon a swarm of poisonous snakes. You can't summon the snakes if items are in the basket. The snakes return to the basket, vanishing, after 1 minute or when the swarm is reduced to 0 hit points. If the basket is unavailable or otherwise destroyed, the snakes instead dissipate into a fine sand. The swarm is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the swarm moves and what action it takes on its next turn, or give it general orders, such as to attack your enemies. In the absence of such orders, the swarm acts in a fashion appropriate to its nature. Once the basket has been used to summon a swarm of poisonous snakes, it can't be used in this way again until the next dawn.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "soldras-staff", "fields": {"name": "Soldra's 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.", "document": 43, "page_no": null, "type": "Staff", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "song-saddle-of-the-khan", "fields": {"name": "Song-Saddle of the Khan", "desc": "Made from enchanted leather and decorated with songs lyrics written in calligraphy, this well-crafted saddle is enchanted with the impossible speed of a great horseman. While this saddle is attached to a horse, that horse's speed is increased by 10 feet. In addition, the horse can Disengage as a bonus action.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "soul-bond-chalice", "fields": {"name": "Soul Bond Chalice", "desc": "The broad, shallow bowl of this silver chalice rests in the outstretched wings of the raven figure that serves as the chalice's stem. The raven's talons, perched on a branch, serve as the chalice's base. A pair of interlocking gold rings adorn the sides of the bowl. As a 1-minute ritual, you and another creature that isn't a construct or undead and that has an Intelligence of 6 or higher can fill the chalice with wine and mix in three drops of blood from each of you. You and the other participant can then drink from the chalice, mingling your spirits and creating a magical connection between you. This connection is unaffected by distance, though it ceases to function if you aren't on the same plane of existence. The bond lasts until one or both of you end it of your own free will (no action required), one or both of you use the chalice to bond with another creature, or one of you dies. You and your bonded partner each gain the following benefits: - You are proficient in each saving throw that your bonded partner is proficient in.\n- If you are within 5 feet of your bonded partner and you fail a saving throw, your bonded partner can make the saving throw as well. If your bonded partner succeeds, you can choose to succeed on the saving throw that you failed.\n- You can use a bonus action to concentrate on the magical bond between you to determine your bonded partner's status. You become aware of the direction and distance to your bonded partner, whether they are unharmed or wounded, any conditions that may be currently affecting them, and whether or not they are afflicted with an addiction, curse, or disease. If you can see your bonded partner, you automatically know this information just by looking at them.\n- If your bonded partner is wounded, you can use a bonus action to take 4d8 slashing damage, healing your bonded partner for the same amount. If your bonded partner is reduced to 0 hit points, you can do this as a reaction.\n- If you are under the effects of a spell that has a duration but doesn't require concentration, you can use an action to touch your bonded partner to share the effects of the spell with them, splitting the remaining duration (rounded down) between you. For example, if you are affected by the mage armor spell and it has 4 hours remaining, you can use an action to touch your bonded partner to give them the benefits of the mage armor spell, reducing the duration to 2 hours on each of you.\n- If your bonded partner dies, you must make a DC 15 Constitution saving throw. On a failure, you drop to 0 hit points. On a success, you are stunned until the end of your next turn by the shock of the bond suddenly being broken. Once the chalice has been used to bond two creatures, it can't be used again until 7 days have passed.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "very rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "soul-jug", "fields": {"name": "Soul Jug", "desc": "If you unstopper the jug, your soul enters it. This works like the magic jar spell, except it has a duration of 9 hours and the jug acts as the gem. The jug must remain unstoppered for you to move your soul to a nearby body, back to the jug, or back to your own body. Possessing a target is an action, and your target can foil the attempt by succeeding on a DC 17 Charisma saving throw. Only one soul can be in the jug at a time. If a soul is in the jug when the duration ends, the jug shatters.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "very rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "spear-of-the-north", "fields": {"name": "Spear of the North", "desc": "This spear has an ivory haft, and tiny snowflakes occasionally fall from its tip. You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using this magic spear, the target takes an extra 1d6 cold damage. You can use an action to transform the spear into a pair of snow skis. While wearing the snow skis, you have a walking speed of 40 feet when you walk across snow or ice, and you can walk across icy surfaces without needing to make an ability check. You can use a bonus action to transform the skis back into the spear. While the spear is transformed into a pair of skis, you can't make attacks with it.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "very rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "spear-of-the-stilled-heart", "fields": {"name": "Spear of the Stilled Heart", "desc": "This rowan wood spear has a thick knot in the center of the haft that uncannily resembles a petrified human heart. When you hit with an attack using this magic spear, the target takes an extra 1d6 necrotic damage. The spear has 3 charges, and it regains all expended charges daily at dusk. When you hit a creature with an attack using it, you can expend 1 charge to deal an extra 3d6 necrotic damage to the target. You regain hit points equal to the necrotic damage dealt.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "very rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "spear-of-the-western-whale", "fields": {"name": "Spear of the Western Whale", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. Fashioned in the style of a whaling spear, this long, barbed weapon is made from bone and heavy, yet pliant, ash wood. Its point is lined with decorative engravings of fish, clam shells, and waves. While you carry this spear, you have advantage on any Wisdom (Survival) checks to acquire food via fishing, and you have advantage on all Strength (Athletics) checks to swim. When set on the ground, the spear always spins to point west. When thrown in a westerly direction, the spear deals an extra 2d6 cold damage to the target.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "very rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "spearbiter", "fields": {"name": "Spearbiter", "desc": "The front of this shield is fashioned in the shape of a snarling wolf \u2019s head. Spearbiter (Uncommon). When a creature you can see within 5 feet of you makes a melee weapon attack against you, you can use a reaction to attack the attacker\u2019s weapon, the wolf \u2019s head animating and snapping its jaws at the weapon. Make a melee weapon attack with the shield. You have proficiency with this attack if you are proficient with shields. If the result is higher than the attacker\u2019s attack roll against you, the attacker\u2019s attack misses you. You can\u2019t use this property of the shield again until the next dawn. Adamantine Spearbiter (Rare). A more powerful version of this shield exists. Its wolf \u2019s head is fitted with adamantine fangs and appears larger and more menacing. When you use your reaction and animate the wolf \u2019s head to snap at the attacker\u2019s weapon, you have advantage on the attack roll. In addition, there is no longer a limit to the number of times you can use this property of the shield.", "document": 43, "page_no": null, "type": "Armor", "rarity": "varies", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "spectral-blade", "fields": {"name": "Spectral Blade", "desc": "This blade seems to flicker in and out of existence but always strikes true. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and you can choose for its attacks to deal force damage instead of piercing damage. As an action while holding this sword or as a reaction when you deal damage to a creature with it, you can turn incorporeal until the start of your next turn. While incorporeal, you can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "spell-disruptor-horn", "fields": {"name": "Spell Disruptor Horn", "desc": "This horn is carved with images of a Spellhound (see Tome of Beasts 2) and invokes the antimagic properties of the hound's howl. You use an action to blow this horn, which emits a high-pitched, multiphonic sound that disrupts all magical effects within 30 feet of you. Any spell of 3rd level or lower in the area ends. For each spell of 4th-level or higher in the area, the horn makes a check with a +3 bonus. The DC equals 10 + the spell's level. On a success, the spell ends. In addition, each spellcaster within 30 feet of you and that can hear the horn must succeed on a DC 15 Constitution saving throw or be stunned until the end of its next turn. Once used, the horn can't be used again until the next dawn.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "spice-box-of-zest", "fields": {"name": "Spice Box of Zest", "desc": "This small, square wooden box is carved with scenes of life in a busy city. Inside, the box is divided into six compartments, each holding a different magical spice. A small wooden spoon is also stored inside the box for measuring. A spice box of zest contains six spoonfuls of each spice when full. You can add one spoonful of a single spice per person to a meal that you or someone else is cooking. The magic of the spices is nullified if you add two or more spices together. If a creature consumes a meal cooked with a spice, it gains a benefit based on the spice used in the meal. The effects last for 1 hour unless otherwise noted.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "very rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "spice-box-spoon", "fields": {"name": "Spice Box Spoon", "desc": "This lacquered wooden spoon carries an entire cupboard within its smooth contours. When you swirl this spoon in any edible mixture, such as a drink, stew, porridge, or other dish, it exudes a flavorful aroma and infuses the mixture. This culinary wonder mimics any imagined variation of simple seasonings, from salt and pepper to aromatic herbs and spice blends. These flavors persist for 1 hour.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "spider-grenade", "fields": {"name": "Spider Grenade", "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.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "spider-staff", "fields": {"name": "Spider Staff", "desc": "Delicate web-like designs are carved into the wood of this twisted staff, which is often topped with the carved likeness of a spider. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a swarm of spiders appears and consumes the staff then vanishes. Spells. 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: giant insect (4 charges), spider climb (2 charges), or web (2 charges). Spider Swarm. While holding the staff, you can use an action and expend 1 charge to cause a swarm of spiders to appear in a space that you can see within 60 feet of you. The swarm is friendly to you and your companions but otherwise acts on its own. The swarm of spiders remains for 1 minute, until you dismiss it as an action, or until you move more than 100 feet away from it.", "document": 43, "page_no": null, "type": "Staff", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "splinter-staff", "fields": {"name": "Splinter 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.", "document": 43, "page_no": null, "type": "Staff", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "spyglass-of-summoning", "fields": {"name": "Spyglass of Summoning", "desc": "Arcane runes encircle this polished brass spyglass. You can view creatures and objects as far as 600 feet away through the spyglass, and they are magnified to twice their size. You can magnify your view of a creature or object to up to four times its size by twisting the end of the spyglass.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "staff-of-binding", "fields": {"name": "Staff of Binding", "desc": "Made from stout oak with steel bands and bits of chain running its entire length, the staff feels oddly heavy. This staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff constricts in upon itself and is destroyed. Spells. 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: arcane lock (2 charges), hold monster (5 charges), hold person (2 charges), lock armor* (2 charges), or planar binding (5 charges). Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition. Unbound. While holding the staff, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained.", "document": 43, "page_no": null, "type": "Staff", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "staff-of-camazotz", "fields": {"name": "Staff of Camazotz", "desc": "This staff of petrified wood is topped with a stylized carving of a bat with spread wings, a mouth baring great fangs, and a pair of ruby eyes. It has 10 charges and regains 1d6 + 4 charges daily at dawn. As long as the staff holds at least 1 charge, you can communicate with bats as if you shared a language. Bat and bat-like beasts and monstrosities never attack you unless magically forced to do so or unless you attack them first. 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: darkness (2 charges), dominate monster (8 charges), or flame strike (5 charges).", "document": 43, "page_no": null, "type": "Staff", "rarity": "very rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "staff-of-channeling", "fields": {"name": "Staff of Channeling", "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.", "document": 43, "page_no": null, "type": "Staff", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "staff-of-desolation", "fields": {"name": "Staff of Desolation", "desc": "This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. When you hit an object or structure with a melee attack using the staff, you deal double damage (triple damage on a critical hit). The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: thunderwave (1 charge), shatter (2 charges), circle of death (6 charges), disintegrate (6 charges), or earthquake (8 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff crumbles to dust and is destroyed.", "document": 43, "page_no": null, "type": "Staff", "rarity": "very rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "staff-of-dissolution", "fields": {"name": "Staff of Dissolution", "desc": "A gray crystal floats in the crook of this twisted staff. The crystal breaks into fragments as it slowly revolves, and those fragments break into smaller pieces then into clouds of dust. In spite of this, the crystal never seems to reduce in size. You have resistance to necrotic damage while you hold this staff. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: blight (4 charges), disintegrate (6 charges), or shatter (2 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff crumbles to dust.", "document": 43, "page_no": null, "type": "Staff", "rarity": "very rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "staff-of-fate", "fields": {"name": "Staff of Fate", "desc": "One half of this staff is crafted of white ash and capped in gold, while the other is ebony and capped in silver. The staff has 10 charges for the following properties. It regains 1d6 + 4 charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff splits into two halves with a resounding crack and becomes nonmagical. Fortune. While holding the staff, you can use an action to expend 1 of its charges and touch a creature with the gold end of the staff, giving it good fortune. The target can choose to use its good fortune and have advantage on one ability check, attack roll, or saving throw. This effect ends after the target has used the good fortune three times or when 24 hours have passed. Misfortune. While holding the staff, you can use an action to touch a creature with the silver end of the staff. The target must succeed on a DC 15 Wisdom saving throw or have disadvantage on one of the following (your choice): ability checks, attack rolls, or saving throws. If the target fails the saving throw, the staff regains 1 expended charge. This effect lasts until removed by the remove curse spell or until you use an action to expend 1 of its charges and touch the creature with the gold end of the staff. Spells. 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: augury (2 charges), bane (1 charge), bless (1 charge), remove curse (3 charges), or divination (4 charges). You can also use an action to cast the guidance spell from the staff without using any charges.", "document": 43, "page_no": null, "type": "Staff", "rarity": "very rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "staff-of-feathers", "fields": {"name": "Staff of Feathers", "desc": "Several eagle feathers line the top of this long, thin staff. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff explodes into a mass of eagle feathers and is destroyed. Feather Travel. When you are targeted by a ranged attack while holding the staff, you can use a reaction to teleport up to 10 feet to an unoccupied space that you can see. When you do, you briefly transform into a mass of feathers, and the attack misses. Once used, this property can\u2019t be used again until the next dawn. Spells. 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: conjure animals (2 giant eagles only, 3 charges), fly (3 charges), or gust of wind (2 charges).", "document": 43, "page_no": null, "type": "Staff", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "staff-of-giantkin", "fields": {"name": "Staff of Giantkin", "desc": "This stout, oaken staff is 7 feet long, bound in iron, and topped with a carving of a broad, thick-fingered hand. While holding this magic quarterstaff, your Strength score is 20. This has no effect on you if your Strength is already 20 or higher. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the hand slowly clenches into a fist, and the staff becomes a nonmagical quarterstaff.", "document": 43, "page_no": null, "type": "Staff", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "staff-of-ice-and-fire", "fields": {"name": "Staff of Ice and Fire", "desc": "Made from the branch of a white ash tree, this staff holds a sapphire at one end and a ruby at the other. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: flaming sphere (2 charges), freezing sphere (6 charges), sleet storm (3 charges), or wall of fire (4 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff and its gems crumble into ash and snow and are destroyed.", "document": 43, "page_no": null, "type": "Staff", "rarity": "very rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "staff-of-master-lu-po", "fields": {"name": "Staff of Master Lu Po", "desc": "This plain-looking, wooden staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. The staff has 12 charges and regains 1d6 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +1 bonus to attack and damage rolls, loses all other properties, and the next time you roll a 20 on an attack roll using the staff, it explodes, dealing an extra 6d6 force damage to the target then is destroyed. On a 20, the staff regains 1d10 + 2 charges. Some of the staff \u2019s properties require the target to make a saving throw to resist or lessen the property\u2019s effects. The saving throw DC is equal to 8 + your proficiency bonus + your Wisdom modifier. Bamboo in the Rainy Season. While holding the staff, you can use a bonus action to expend 1 charge to grant the staff the reach property until the start of your next turn. Gate to the Hell of Being Roasted Alive. While holding the staff, you can use an action to expend 1 charge to cast the scorching ray spell from it. When you make the spell\u2019s attacks, you use your Wisdom modifier as your spellcasting ability. Iron Whirlwind. While holding the staff, you use an action to expend 2 charges, causing weighted chains to extend from the end of the staff and reducing your speed to 0 until the end of your next turn. As part of the same action, you can make one attack with the staff against each creature within your reach. If you roll a 1 on any attack, you must immediately make an attack roll against yourself as well before resolving any other attacks against opponents. Monkey Steals the Peach. While holding the staff, you can use a bonus action to expend 1 charge to extend sharp, grabbing prongs from the end of the staff. Until the start of your next turn, each time you hit a creature with the staff, the target takes piercing damage instead of the bludgeoning damage normal for the staff, and the target must make a DC 15 Constitution saving throw. On a failure, the target is incapacitated until the end of its next turn as it suffers crippling pain. On a success, the target has disadvantage on its next attack roll. Rebuke the Disobedient Child. When you are hit by a creature you can see within your reach while holding this staff, you can use a reaction to expend 1 charge to make an attack with the staff against the attacker. Seven Vengeful Demons Death Strike. While holding the staff, you can use an action to expend 7 charges and make one attack against a target within 5 feet of you with the staff. If the attack hits, the target takes bludgeoning damage as normal, and it must make a Constitution saving throw, taking 7d8 necrotic damage on a failed save, or half as much damage on a successful one. If the target dies from this damage, the staff ceases to function as anything other than a magic quarterstaff until the next dawn, but it regains all expended charges when its powers return. A humanoid killed by this damage rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability. Swamp Hag's Deadly Breath. While holding the staff, you can use an action to expend 2 charges to expel a 15-foot cone of poisonous gas out of the end of the staff. Each creature in the area must make a Constitution saving throw. On a failure, a creature takes 4d6 poison damage and is poisoned for 1 hour. On a success, a creature takes half the damage and isn\u2019t poisoned. Vaulting Leap of the Clouds. If you are holding the staff and it has at least 1 charge, you can cast the jump spell from it as a bonus action at will without using any charges, but you can target only yourself when you do so.", "document": 43, "page_no": null, "type": "Staff", "rarity": "legendary", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "staff-of-midnight", "fields": {"name": "Staff of Midnight", "desc": "Fashioned from a single branch of polished ebony, this sturdy staff is topped by a lustrous jet. While holding it and in dim light or darkness, you gain a +1 bonus to AC and saving throws. This staff has 10 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 and spellcasting ability: circle of death (6 charges), darkness (2 charges), or vampiric touch (3 charges). You can also use an action to cast the chill touch cantrip from the staff without using any charges. The staff regains 1d6 + 4 expended charges daily at dusk. If you expend the last charge, roll a d20. On a 1, the staff crumbles to dark powder and is destroyed.", "document": 43, "page_no": null, "type": "Staff", "rarity": "very rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "staff-of-minor-curses", "fields": {"name": "Staff of Minor Curses", "desc": "This twisted, wooden staff has 10 charges. While holding it, you can use an action to inflict a minor curse on a creature you can see within 30 feet of you. The target must succeed on a DC 10 Constitution saving throw or be affected by the chosen curse. A minor curse causes a non-debilitating effect or change in the creature, such as an outbreak of boils on one section of the target's skin, intermittent hiccupping, transforming the target's ears into small, donkey-like ears, or similar effects. The curse never interrupts spellcasting and never causes disadvantage on ability checks, attack rolls, or saving throws. The curse lasts for 24 hours or until removed by the remove curse spell or similar magic. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff dissolves into a cloud of noxious gas, and you are targeted with a minor curse of the GM's choice.", "document": 43, "page_no": null, "type": "Staff", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "staff-of-parzelon", "fields": {"name": "Staff of Parzelon", "desc": "This tarnished silver staff is tipped with the unholy visage of a fiendish lion skull carved from labradorite\u2014a likeness of the Arch-Devil Parzelon (see Creature Codex). The staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls. The staff has 20 charges for the following properties. It regains 2d8 + 4 expended charges daily at dusk. If you expend the last charge, roll a d20. On a 20, the staff regains 1d8 + 2 charges. Spells. 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 and spellcasting ability: charm person (1 charge), dominate person (5 charges), lightning bolt (3 charges), locate creature (4 charges), locate object (2 charges), magic missile (1 charge), scrying (5 charges), or suggestion (2 charges). You can also use an action to cast one of the following spells from the staff without using any charges: comprehend languages, detect evil and good, detect magic, identify, or message. Extract Ageless Knowledge. As an action, you can touch the head of the staff to a corpse. You must form a question in your mind as part of this action. If the corpse has an answer to your question, it reveals the information to you. The answer is always brief\u2014no more than one sentence\u2014and very specific to the framed question. The corpse doesn\u2019t need a mouth to answer; you receive the information telepathically. The corpse knows only what it knew in life, and it is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This property doesn\u2019t return the creature\u2019s soul to its body, only its animating spirit. Thus, the corpse can\u2019t learn new information, doesn\u2019t comprehend anything that has happened since it died, and can\u2019t speculate about future events. Once the staff has been used to ask a corpse 5 questions, it can\u2019t be used to extract knowledge from that same corpse again until 3 days have passed.", "document": 43, "page_no": null, "type": "Staff", "rarity": "legendary", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "staff-of-portals", "fields": {"name": "Staff of Portals", "desc": "This iron-shod wooden staff is heavily worn, and it can be wielded as a quarterstaff that grants a +1 bonus to attack and damage rolls made with it. The staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses all of its magic and becomes a nonmagical quarterstaff. 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: arcane lock (2 charges), dimension door (4 charges), knock (2 charges), or passwall (5 charges).", "document": 43, "page_no": null, "type": "Staff", "rarity": "very rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "staff-of-scrying", "fields": {"name": "Staff of Scrying", "desc": "This is a graceful, highly polished wooden staff crafted from willow. A crystal ball tops the staff, and smooth gold bands twist around its shaft. This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: detect thoughts (2 charges), locate creature (4 charges), locate object (2 charges), scrying (5 charges), or true seeing (6 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a bright flash of light erupts from the crystal ball, and the staff vanishes.", "document": 43, "page_no": null, "type": "Staff", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "staff-of-spores", "fields": {"name": "Staff of Spores", "desc": "Mold and mushrooms coat this gnarled wooden staff. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff rots into tiny clumps of slimy, organic matter and is destroyed. Mushroom Disguise. While holding the staff, you can use an action to expend 2 charges to cover yourself and anything you are wearing or carrying with a magical illusion that makes you look like a mushroom for up to 1 hour. You can appear to be a mushroom of any color or shape as long as it is no more than one size larger or smaller than you. This illusion ends early if you move or speak. The changes wrought by this effect fail to hold up to physical inspection. For example, if you appear to have a spongy cap in place of your head, someone touching the cap would feel your face or hair instead. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that you are disguised. Speak with Plants. While holding the staff, you can use an action to expend 1 of its charges to cast the speak with plants spell from it. Spore Cloud. While holding the staff, you can use an action to expend 3 charges to release a cloud of spores in a 20-foot radius from you. The spores remain for 1 minute, making the area lightly obscured for creatures other than you. The cloud moves with you, remaining centered on you. When a creature, other than you, enters the cloud of spores for the first time on a turn or starts its turn there, that creature must succeed on a DC 15 Constitution saving throw or take 1d6 poison damage and become poisoned until the start of its next turn. A wind of at least 10 miles per hour disperses the spores and ends the effect.", "document": 43, "page_no": null, "type": "Staff", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "staff-of-the-armada", "fields": {"name": "Staff of the Armada", "desc": "This gold-shod staff is constructed out of a piece of masting from a galleon. The staff can be wielded as a magic quarterstaff that grants you a +1 bonus to attack and damage rolls made with it. While you are on board a ship, this bonus increases to +2. The staff has 10 charges and regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses all of its magic and becomes a nonmagical quarterstaff. Spells. 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 and spellcasting ability: control water (4 charges), fog cloud (1 charge), gust of wind (2 charges), or water walk (3 charges). You can also use an action to cast the ray of frost cantrip from the staff without using any charges.", "document": 43, "page_no": null, "type": "Staff", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "staff-of-the-artisan", "fields": {"name": "Staff of the Artisan", "desc": "This simple, wooden staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever. Create Object. You can use an action to expend 2 charges to conjure an inanimate object in your hand or on the ground in an unoccupied space you can see within 10 feet of you. The object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object you have seen. You can\u2019t create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan\u2019s tools used to craft such objects. The object sheds dim light in a 5-foot radius. The object disappears after 1 hour, when you use this property again, or if the object takes or deals any damage. Spells. 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: animate objects (5 charges), fabricate (4 charges) or floating disk (1 charge). You can also use an action to cast the mending spell from the staff without using any charges.", "document": 43, "page_no": null, "type": "Staff", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "staff-of-the-cephalopod", "fields": {"name": "Staff of the Cephalopod", "desc": "This ugly staff is fashioned from a piece of gnarled driftwood and is crowned with an octopus carved from brecciated jasper. Its gray and red stone tentacles wrap around the top half of the staff. While holding this staff, you have a swimming speed of 30 feet. This staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the jasper octopus crumbles to dust, and the staff becomes a nonmagical piece of driftwood. Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: black tentacles (4 charges), conjure animals (only beasts that can breathe water, 3 charges), darkness (2 charges), or water breathing (3 charges). Ink Cloud. While holding this staff, you can use an action and expend 1 charge to cause an inky, black cloud to spread out in a 30-foot radius from you. The cloud can form in or out of water. The cloud remains for 10 minutes, making the area heavily obscured for creatures other than you. The cloud moves with you, remaining centered on you. A wind of at least 10 miles per hour or a steady current (if underwater) disperses the cloud and ends the effect.", "document": 43, "page_no": null, "type": "Staff", "rarity": "very rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "staff-of-the-four-winds", "fields": {"name": "Staff of the Four Winds", "desc": "Made of gently twisting ash and engraved with spiraling runes, the staff feels strangely lighter than its size would otherwise suggest. This staff has 10 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 and spellcasting ability: circle of wind* (1 charge), feather fall (1 charge), gust of wind (2 charges), storm god's doom* (3 charges), wind tunnel* (1 charge), wind walk (6 charges), wind wall (3 charges), or wresting wind* (2 charges). You can also use an action to cast the wind lash* spell from the staff without using any charges. Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition. At the GM's discretion, spells from Deep Magic for 5th Edition can be replaced with other spells of similar levels and similarly related to breezes, wind, or movement. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff crumbles into ashes and is taken away with the breeze.", "document": 43, "page_no": null, "type": "Staff", "rarity": "very rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "staff-of-the-lantern-bearer", "fields": {"name": "Staff of the Lantern Bearer", "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).", "document": 43, "page_no": null, "type": "Staff", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "staff-of-the-peaks", "fields": {"name": "Staff of the Peaks", "desc": "This staff is made of rock crystal yet weighs the same as a wooden staff. The staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to spell attack rolls. In addition, you are immune to the effects of high altitude and severe cold weather, such as hypothermia and frostbite. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff shatters into fine stone fragments and is destroyed. Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: control weather (8 charges), fault line* (6 charges), gust of wind (2 charges), ice storm (4 charges), jump (1 charge), snow boulder* (4 charges), or wall of stone (5 charges). Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition. Stone Strike. When you hit a creature or object made of stone or earth with this staff, you can expend 5 of its charges to shatter the target. The target must make a DC 17 Constitution saving throw, taking an extra 10d6 force damage on a failed save, or half as much damage on a successful one. If the target is an object that is being worn or carried, the creature wearing or carrying it must make the saving throw, but only the object takes the damage. If this damage reduces the target to 0 hit points, it shatters and is destroyed.", "document": 43, "page_no": null, "type": "Staff", "rarity": "legendary", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "staff-of-the-scion", "fields": {"name": "Staff of the Scion", "desc": "This unwholesome staff is crafted of a material that appears to be somewhere between weathered wood and dried meat. It weeps beads of red liquid that are thick and sticky like tree sap but smell of blood. A crystalized yellow eye with a rectangular pupil, like the eye of a goat, sits at its top. You can wield the staff as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the eye liquifies as the staff shrivels and twists into a blackened, smoking ruin and is destroyed. Ember Cloud. While holding the staff, you can use an action and expend 2 charges to release a cloud of burning embers from the staff. Each creature within 10 feet of you must make a DC 15 Constitution saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. The ember cloud remains until the start of your next turn, making the area lightly obscured for creatures other than you. A wind of at least 10 miles per hour disperses the cloud and ends the effect. Fiery Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 2d6 fire damage to the target. If you take fire damage while wielding the staff, you have advantage on attack rolls with it until the end of your next turn. While holding the staff, you have resistance to fire damage. Spells. 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: augury (2 charges), barkskin (2 charges), confusion (4 charges), entangle (1 charge), or wall of fire (4 charges).", "document": 43, "page_no": null, "type": "Staff", "rarity": "very rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "staff-of-the-treant", "fields": {"name": "Staff of the Treant", "desc": "This unassuming staff appears to be little more than the branch of a tree. While holding this staff, your skin becomes bark-like, and the hair on your head transforms into a chaplet of green leaves. This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. Nature\u2019s Guardian. While holding this staff, you have resistance to cold and necrotic damage, but you have vulnerability to fire and radiant damage. In addition, you have advantage on attack rolls against aberrations and undead, but you have disadvantage on saving throws against spells and other magical effects from fey and plant creatures. One with the Woods. While holding this staff, your AC can\u2019t be less than 16, regardless of what kind of armor you are wearing, and you can\u2019t be tracked when you travel through terrain with excessive vegetation, such as a forest or grassland. Tree Friend. While holding this staff, you can use an action to animate a tree you can see within 60 feet of you. The tree uses the statistics of an animated tree and is friendly to you and your companions. Roll initiative for the tree, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don\u2019t directly harm other trees or the natural world. If you don\u2019t issue any commands to the three, it defends itself from hostile creatures but otherwise takes no actions. Once used, this property can\u2019t be used again until the next dawn. Venerated Tree. If you spend 1 hour in silent reverence at the base of a Huge or larger tree, you can use an action to plant this staff in the soil above the tree\u2019s roots and awaken the tree as a treant. The treant isn\u2019t under your control, but it regards you as a friend as long as you don\u2019t harm it or the natural world around it. Roll a d20. On a 1, the staff roots into the ground, growing into a sapling, and losing its magic. Otherwise, after you awaken a treant with this staff, you can\u2019t do so again until 30 days have passed.", "document": 43, "page_no": null, "type": "Staff", "rarity": "very rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "staff-of-the-unhatched", "fields": {"name": "Staff of the Unhatched", "desc": "This staff carved from a burnt ash tree is topped with an unhatched dragon\u2019s (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.", "document": 43, "page_no": null, "type": "Staff", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "staff-of-the-white-necromancer", "fields": {"name": "Staff of the White Necromancer", "desc": "Crafted from polished bone, this strange staff is carved with numerous arcane symbols and mystical runes. The staff has 10 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: false life (1 charge), gentle repose (2 charges), heartstop* (2 charges), death ward (4 charges), raise dead (5 charges), revivify (3 charges), shared sacrifice* (2 charges), or speak with dead (3 charges). You can also use an action to cast the bless the dead* or spare the dying spell from the staff without using any charges. Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the bone staff crumbles to dust.", "document": 43, "page_no": null, "type": "Staff", "rarity": "very rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "staff-of-thorns", "fields": {"name": "Staff of Thorns", "desc": "This gnarled and twisted oak staff has numerous thorns growing from its surface. Green vines tightly wind their way up along the shaft. The staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the thorns immediately fall from the staff and it becomes a nonmagical quarterstaff. Spells. 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: barkskin (2 charges), entangle (1 charge), speak with plants (3 charges), spike growth (2 charges), or wall of thorns (6 charges). Thorned Strike. When you hit with a melee attack using the staff, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 piercing damage.", "document": 43, "page_no": null, "type": "Staff", "rarity": "very rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "staff-of-voices", "fields": {"name": "Staff of Voices", "desc": "The length of this wooden staff is carved with images of mouths whispering, speaking, and screaming. This staff can be wielded as a magic quarterstaff. While holding this staff, you can't be deafened, and you can act normally in areas where sound is prevented, such as in the area of a silence spell. Any creature that is not deafened can hear your voice clearly from up to 1,000 feet away if you wish them to hear it. The staff has 10 charges for the following properties. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the mouths carved into the staff give a collective sigh and close, and the staff becomes a nonmagical quarterstaff. Spells. 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: divine word (7 charges), magic mouth (2 charges), speak with animals (1 charge), speak with dead (3 charges), speak with plants (3 charges), or word of recall (6 charges). You can also use an action to cast the vicious mockery cantrip from the staff without using any charges. Thunderous Shout. While holding the staff, you can use an action to expend 1 charge and release a chorus of mighty shouts in a 15-foot cone from it. Each creature in the area must make a Constitution saving throw. On a failure, a creature takes 2d8 thunder damage and is deafened for 1 minute. On a success, a creature takes half the damage and is deafened until the end of its next turn. A deafened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", "document": 43, "page_no": null, "type": "Staff", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "staff-of-winter-and-ice", "fields": {"name": "Staff of Winter and Ice", "desc": "This pure white, pine staff is topped with an ornately faceted shard of ice. The entire staff is cold to the touch. You have resistance to cold damage while you hold this staff. The staff has 20 charges for the following properties. It regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its resistance to cold damage but loses all other properties. On a 20, the staff regains 1d8 + 2 charges. Spells. 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 and spellcasting ability: Boreas\u2019s breath* (2 charges), cone of cold (5 charges), curse of Boreas* (6 charges), ice storm (4 charges), flurry* (1 charge), freezing fog* (3 charges), freezing sphere (6 charges), frostbite* (5 charges), frozen razors* (3 charges), gliding step* (1 charge), sleet storm (3 charges), snow boulder* (4 charges), triumph of ice* (7 charges), or wall of ice (6 charges). You can also use an action to cast the chill touch or ray of frost spell from the staff without using any charges. Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition. At the GM\u2019s discretion, spells from Deep Magic for 5th Edition can be replaced with other spells of similar levels and similarly related to ice, snow, or wintry weather. Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take cold damage equal to 16 \u00d7 the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of cold damage based on how far away it is from the point of origin as shown in the following table. On a successful save, a creature takes half as much damage. | Distance from Origin | Damage |\n| --------------------- | -------------------------------------- |\n| 10 ft. away or closer | 8 \u00d7 the number of charges in the staff |\n| 11 to 20 ft. away | 6 \u00d7 the number of charges in the staff |\n| 21 to 30 ft. away | 4 \u00d7 the number of charges in the staff |", "document": 43, "page_no": null, "type": "Staff", "rarity": "legendary", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "standard-of-divinity", "fields": {"name": "Standard of Divinity", "desc": "This weapon was created in a long-forgotten holy war. A woven banner bearing the symbol of a god hangs from it. When you attune to it, the banner changes to the colors and symbol of your deity. You gain a +1 bonus to attack and damage rolls made with this magic weapon.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "steadfast-splint", "fields": {"name": "Steadfast Splint", "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.", "document": 43, "page_no": null, "type": "Armor", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "stinger", "fields": {"name": "Stinger", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a creature with an attack using this weapon, you can use a bonus action to inject paralyzing venom in the target. The target must succeed on a DC 15 Constitution saving throw or become paralyzed for 1 minute. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Creatures immune to poison are also immune to this dagger's paralyzing venom. The dagger can't be used this way again until the next dawn.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "stolen-thunder", "fields": {"name": "Stolen Thunder", "desc": "This bodhr\u00e1n drum is crafted of wood from an ash tree struck by lightning, and its head is made from stretched mammoth skin, painted with a stylized thunderhead. While attuned to this drum, you can use it as an arcane focus. While holding the drum, you are immune to thunder damage. While this drum is on your person but not held, you have resistance to thunder damage. The drum has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. In addition, the drum regains 1 expended charge for every 10 thunder damage you ignore due to the resistance or immunity the drum gives you. If you expend the drum's last charge, roll a 1d20. On a 1, it becomes a nonmagical drum. However, if you make a Charisma (Performance) check while playing the nonmagical drum, and you roll a 20, the passion of your performance rekindles the item's power, restoring its properties and giving it 1 charge. If you are hit by a melee attack while using the drum as a shield, you can use a reaction to expend 1 charge to cause a thunderous rebuke. The attacker must make a DC 17 Constitution saving throw. On a failure, the attacker takes 2d8 thunder damage and is pushed up to 10 feet away from you. On a success, the attacker takes half the damage and isn't pushed. The drum emits a thunderous boom audible out to 300 feet.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "legendary", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "stone-staff", "fields": {"name": "Stone Staff", "desc": "Sturdy and smooth, this impressive staff is crafted from solid stone. Most stone staves are crafted by dwarf mages and few ever find their way into non-dwarven hands. The staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: earthskimmer* (4 charges), entomb* (6 charges), flesh to stone (6 charges), meld into stone (3 charges), stone shape (4 charges), stoneskin (4 charges), or wall of stone (5 charges). You can also use an action to cast the pummelstone* or true strike spell from the staff without using any charges. Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, hundreds of cracks appear across the staff 's surface and it crumbles into tiny bits of stone.", "document": 43, "page_no": null, "type": "Staff", "rarity": "very rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "stonechewer-gauntlets", "fields": {"name": "Stonechewer Gauntlets", "desc": "These impractically spiked gauntlets are made from adamantine, are charged with raw elemental earth magic, and limit the range of motion in your fingers. While wearing these gauntlets, you can't carry a weapon or object, and you can't climb or otherwise perform precise actions requiring the use of your hands. When you hit a creature with an unarmed strike while wearing these gauntlets, the unarmed strike deals an extra 1d4 piercing damage.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "stonedrift-staff", "fields": {"name": "Stonedrift Staff", "desc": "This staff is fashioned from petrified wood and crowned with a raw chunk of lapis lazuli veined with gold. The staff can be wielded as a magic quarterstaff. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff crumbles to dust and is destroyed. Spells. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: animate objects (only stone objects, 5 charges), earthquake (8 charges), passwall (only stone surfaces, 5 charges), or stone shape (4 charges). Elemental Speech. You can speak and understand Primordial while holding this staff. Favor of the Earthborn. While holding the staff, you have advantage on Charisma checks made to influence earth elementals or other denizens of the Plane of Earth. Stone Glide. If the staff has at least 1 charge, you have a burrowing speed equal to your walking speed, and you can burrow through earth and stone while holding this staff. While doing so, you don\u2019t disturb the material you move through.", "document": 43, "page_no": null, "type": "Staff", "rarity": "legendary", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "storytellers-pipe", "fields": {"name": "Storyteller's Pipe", "desc": "This long-shanked wooden smoking pipe is etched with leaves along the bowl. Although it is serviceable as a typical pipe, you can use an action to blow out smoke and shape the smoke into wispy images for 10 minutes. This effect works like the silent image spell, except its range is limited to a 10-foot cone in front of you, and the images can be no larger than a 5-foot cube. The smoky images last for 3 rounds before fading, but you can continue blowing smoke to create more images for the duration or until the pipe burns through the smoking material in it, whichever happens first.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "sturdy-scroll-tube", "fields": {"name": "Sturdy Scroll Tube", "desc": "This ornate scroll case is etched with arcane symbology. Scrolls inside this case are immune to damage and are protected from the elements, as long as the scroll case remains closed and intact. The scroll case itself has immunity to all forms of damage, except force damage and thunder damage.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "stygian-crook", "fields": {"name": "Stygian Crook", "desc": "This staff of gnarled, rotted wood ends in a hooked curvature like a twisted shepherd's crook. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: bestow curse (3 charges), blight (4 charges), contagion (5 charges), false life (1 charge), or hallow (5 charges). The staff regains 1d6 + 4 expended charges daily at dusk. If you expend the last charge, roll a d20. On a 1, the staff turns to live maggots and is destroyed.", "document": 43, "page_no": null, "type": "Staff", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "superior-potion-of-troll-blood", "fields": {"name": "Superior Potion of Troll Blood", "desc": "When you drink this potion, you regain 5 hit points at the start of each of your turns. After it has restored 50 hit points, the potion's effects end.", "document": 43, "page_no": null, "type": "Potion", "rarity": "very rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "supreme-potion-of-troll-blood", "fields": {"name": "Supreme Potion of Troll Blood", "desc": "When you drink this potion, you regain 8 hit points at the start of each of your turns. After it has restored 80 hit points, the potion's effects end.", "document": 43, "page_no": null, "type": "Potion", "rarity": "legendary", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "survival-knife", "fields": {"name": "Survival Knife", "desc": "When holding this sturdy knife, you can use an action to transform it into a crowbar, a fishing rod, a hunting trap, or a hatchet (mainly a chopping tool; if wielded as a weapon, it uses the same statistics as this dagger, except it deals slashing damage). While holding or touching the transformed knife, you can use an action to transform it into another form or back into its original shape.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "swarmfoe-suit", "fields": {"name": "Swarmfoe Suit", "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.", "document": 43, "page_no": null, "type": "Armor", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "swashing-plumage", "fields": {"name": "Swashing Plumage", "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.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "sweet-nature", "fields": {"name": "Sweet Nature", "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.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "swolbold-wraps", "fields": {"name": "Swolbold Wraps", "desc": "When wearing these cloth wraps, your forearms and hands swell to half again their normal size without negatively impacting your fine motor skills. You gain a +1 bonus to attack and damage rolls made with unarmed strikes while wearing these wraps. In addition, your unarmed strike uses a d4 for damage and counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. When you hit a target with an unarmed strike and the target is no more than one size larger than you, you can use a bonus action to automatically grapple the target. Once this special bonus action has been used three times, it can't be used again until the next dawn.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "sword-of-fallen-saints", "fields": {"name": "Sword of Fallen Saints", "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.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "sword-of-volsung", "fields": {"name": "Sword of Volsung", "desc": "Legends tell of a dragon whose hide was impenetrable and so robust that only a blow to the heart would kill it. An unnamed hero finally defeated it and tore its heart into two. The dragon\u2019s name was lost, but its legacy remains. This sword is one of two items that were crafted to hold its heart. The black blade is adorned with glittering silver runes, and its guard has a shallow opening at the center with grooves connecting it to the first rune. The sword\u2019s pommel is a large, clear crystal held fast by silver scales. You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit a dragon with an attack using this sword, that creature takes an extra 1d6 slashing damage. Runes of Courage. You can\u2019t be frightened while holding or carrying this sword. Fragment of Gram Awakened. You can use a bonus action to awaken a fragment of the spirit of the great wyrm that inhabits this blade. For 24 hours, you gain a +3 bonus to attack and damage rolls with this magic sword, and when you hit a dragon with an attack using this sword, that creature takes an extra 3d6 slashing damage. Once used, this property can\u2019t be used again until 3 days have passed. If you have performed the Dragon Heart Ritual, you can use a bonus action to expend 2 of the sword\u2019s charges to activate this property, and you can use this property as often as you want, as long as you have the charges to do so. Dragon Heart Ritual. If you are also attuned to the locket of dragon vitality (see page 152), you can drain 3 charges from the locket into the sword, turning the crystal pommel a deep red and rendering the locket broken and irreparable. Doing this requires a long rest where you also re-attune with the newly charged sword of volsung. Upon completing the Dragon Heart Ritual, the sword contains all remaining charges from the locket, and you gain the locket\u2019s effects while holding or carrying the sword. When you are reduced to 0 hit points and trigger the locket\u2019s temporary hit points, the sword isn\u2019t destroyed, but you can\u2019t trigger that effect again until 24 hours have passed. The sword regains all expended charges after you slay any dragon. For the purpose of this sword, \u201cdragon\u201d refers to any creature with the dragon type, including drakes and wyverns.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "very rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "tactile-unguent", "fields": {"name": "Tactile Unguent", "desc": "Cat burglars, gearworkers, locksmiths, and even street performers use this gooey substance to increase the sensitivity of their hands. When found, a container contains 1d4 + 1 doses. As an action, one dose can be applied to a creature's hands. For 1 hour, that creature has advantage on Dexterity (Sleight of Hand) checks and on tactile Wisdom (Perception) checks.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "tailors-clasp", "fields": {"name": "Tailor's Clasp", "desc": "This ornate brooch is shaped like a jeweled weaving spider or scarab beetle. While it is attached to a piece of fabric, it can be activated as an action. When activated, it skitters across the fabric, mending any tears, adjusting frayed hems, and reinforcing seams. This item works only on nonmagical objects made out of fibrous material, such as clothing, rope, and rugs. It continues repairing the fabric for up to 10 minutes or until the repairs are complete. Once used, it can't be used again until 1 hour has passed.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "talisman-of-the-snow-queen", "fields": {"name": "Talisman of the Snow Queen", "desc": "The coldly beautiful and deadly Snow Queen (see Tome of Beasts) grants these delicate-looking snowflake-shaped mithril talismans to her most trusted spies and servants. Each talisman is imbued with a measure of her power and is magically tied to the queen. It can be affixed to any piece of clothing or worn as an amulet. While wearing the talisman, you gain the following benefits: \u2022 You have resistance to cold damage. \u2022 You have advantage on Charisma checks when interacting socially with creatures that live in cold environments, such as frost giants, winter wolves, and fraughashar (see Tome of Beasts). \u2022 You can use an action to cast the ray of frost cantrip from it at will, using your level and using Intelligence as your spellcasting ability. Blinding Snow. While wearing the talisman, you can use an action to create a swirl of snow that spreads out from you and into the eyes of nearby creatures. Each creature within 15 feet of you must succeed on a DC 17 Constitution saving throw or be blinded until the end of its next turn. Once used, this property can\u2019t be used again until the next dawn. Eyes of the Queen. While you are wearing the talisman, the Snow Queen can use a bonus action to see through your eyes if both of you are on the same plane of existence. This effect lasts until she ends it as a bonus action or until you die. You can\u2019t make a saving throw to prevent the Snow Queen from seeing through your eyes. However, being more than 5 feet away from the talisman ends the effect, and becoming blinded prevents her from seeing anything further than 10 feet away from you. When the Snow Queen is looking through your eyes, the talisman sheds an almost imperceptible pale blue glow, which you or any creature within 10 feet of you notice with a successful DC 20 Wisdom (Perception) check. An identify spell fails to reveal this property of the talisman, and this property can\u2019t be removed from the talisman except by the Snow Queen herself.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "very rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "talking-tablets", "fields": {"name": "Talking Tablets", "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.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "talking-torches", "fields": {"name": "Talking Torches", "desc": "These heavy iron and wood torches are typically found in pairs or sets of four. While holding this torch, you can use an action to speak a command word and cause it to produce a magical, heatless flame that sheds bright light in a 20-foot radius and dim light for an additional 20 feet. You can use a bonus action to repeat the command word to extinguish the light. If more than one talking torch remain lit and touching for 1 minute, they become magically bound to each other. A torch remains bound until the torch is destroyed or until it is bound to another talking torch or set of talking torches. While holding or carrying the torch, you can communicate telepathically with any creature holding or carrying one of the torches bound to your torch, as long as both torches are lit and within 5 miles of each other.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "tamers-whip", "fields": {"name": "Tamer's Whip", "desc": "This whip is braided from leather tanned from the hides of a dozen different, dangerous beasts. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you attack a beast using this weapon, you have advantage on the attack roll.\nWhen you roll a 20 on the attack roll made with this weapon and the target is a beast, the beast must succeed on a DC 15 Wisdom saving throw or become charmed or frightened (your choice) for 1 minute.\nIf the creature is charmed, it understands and obeys one-word commands, such as \u201cattack,\u201d \u201capproach,\u201d \u201cstay,\u201d or similar. If it is charmed and understands a language, it obeys any command you give it in that language. The charmed or frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "tarian-graddfeydd-ddraig", "fields": {"name": "Tarian Graddfeydd Ddraig", "desc": "This metal shield has an outer coating consisting of hardened resinous insectoid secretions embedded with flakes from ground dragon scales collected from various dragon wyrmlings and one dragon that was killed by shadow magic. While holding this shield, you gain a +2 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. In addition, you have resistance to acid, cold, fire, lightning, necrotic, and poison damage dealt by the breath weapons of dragons. While wielding the shield in an area of dim or bright light, you can use an action to reflect the light off the shield's dragon scale flakes to cause a cone of multicolored light to flash from it (15-foot cone if in dim light; 30-foot cone if in bright light). Each creature in the area must make a DC 17 Dexterity saving throw. For each target, roll a d6 and consult the following table to determine which color is reflected at it. The shield can't be used this way again until the next dawn. | d6 | Effect |\n| --- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |\n| 1 | **Red**. The target takes 6d6 fire damage on a failed save, or half as much damage on a successful one. |\n| 2 | **White**. The target takes 4d6 cold damage and is restrained until the start of your next turn on a failed save, or half as much damage and is not restrained on a successful one. |\n| 3 | **Blue**. The target takes 4d6 lightning damage and is paralyzed until the start of your next turn on a failed save, or half as much damage and is not paralyzed on a successful one. |\n| 4 | **Black**. The target takes 4d6 acid damage on a failed save, or half as much damage on a successful one. If the target failed the save, it also takes an extra 2d6 acid damage on the start of your next turn. |\n| 5 | **Green**. The target takes 4d6 poison damage and is poisoned until the start of your next turn on a failed save, or half as much damage and is not poisoned on a successful one. |\n| 6 | **Shadow**. The target takes 4d6 necrotic damage and its Strength score is reduced by 1d4 on a failed save, or half as much damage and does not reduce its Strength score on a successful one. The target dies if this Strength reduction reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. |", "document": 43, "page_no": null, "type": "Armor", "rarity": "very rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "teapot-of-soothing", "fields": {"name": "Teapot of Soothing", "desc": "This cast iron teapot is adorned with the simple image of fluffy clouds that seem to slowly shift and move across the pot as if on a gentle breeze. Any water placed inside the teapot immediately becomes hot tea at the perfect temperature, and when poured, it becomes the exact flavor the person pouring it prefers. The teapot can serve up to 6 creatures, and any creature that spends 10 minutes drinking a cup of the tea gains 2d6 temporary hit points for 24 hours. The creature pouring the tea has advantage on Charisma (Persuasion) checks for 10 minutes after pouring the first cup. Once used, the teapot can't be used again until the next dawn.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "tenebrous-flail-of-screams", "fields": {"name": "Tenebrous Flail of Screams", "desc": "The handle of this flail is made of mammoth bone wrapped in black leather made from bat wings. Its pommel is adorned with raven's claws, and the head of the flail dangles from a flexible, preserved braid of entrails. The head is made of petrified wood inlaid with owlbear and raven beaks. When swung, the flail lets out an otherworldly screech. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a creature with this flail, the target takes an extra 1d6 psychic damage. When you roll a 20 on an attack roll made with this weapon, the target must succeed on a DC 15 Wisdom saving throw or be incapacitated until the end of its next turn.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "tenebrous-mantle", "fields": {"name": "Tenebrous Mantle", "desc": "This black cloak appears to be made of pure shadow and shrouds you in darkness. While wearing it, you gain the following benefits: - You have advantage on Dexterity (Stealth) checks.\n- You have resistance to necrotic damage.\n- You can cast the darkness and misty step spells from it at will. Casting either spell from the cloak requires an action. Instead of a silvery mist when you cast misty step, you are engulfed in the darkness of the cloak and emerge from the cloak's darkness at your destination.\n- You can use an action to cast the black tentacles or living shadows (see Deep Magic for 5th Edition) spell from it. The cloak can't be used this way again until the following dusk.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "legendary", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "thirsting-scalpel", "fields": {"name": "Thirsting Scalpel", "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.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "thirsting-thorn", "fields": {"name": "Thirsting Thorn", "desc": "You gain a +1 bonus to attack and damage rolls made with this weapon. In addition, while carrying the sword, you have resistance to necrotic damage. Each time you reduce a creature to 0 hit points with this weapon, you can regain 2d8+2 hit points. Each time you regain hit points this way, you must succeed a DC 12 Wisdom saving throw or be incapacitated by terrible visions until the end of your next turn. If you reach your maximum hit points using this effect, you automatically fail the saving throw. As long as you remain cursed, you are unwilling to part with the sword, keeping it within reach at all times. If you have not damaged a creature with this sword within the past 24 hours, you have disadvantage on attack rolls with weapons other than this one as its hunger for blood drives you to slake its thirst.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "thornish-nocturnal", "fields": {"name": "Thornish Nocturnal", "desc": "The ancient elves constructed these nautical instruments to use as navigational aids on all their seagoing vessels. The knowledge of their manufacture has been lost, and few of them remain. While attuned to the nocturnal, you can spend 1 minute using the nocturnal to determine the precise local time, provided you can see the sun or stars. You can use an action to protect up to four vessels that are within 1 mile of the nocturnal from unwanted effects of the local weather for 1 hour. For example, vessels protected by the nocturnal can't be damaged by storms or blown onto jagged rocks by adverse wind. To do so, you must have spent at least 1 hour aboard each of the controlled vessels, performing basic sailing tasks and familiarizing yourself with the vessel.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "three-section-boots", "fields": {"name": "Three-Section Boots", "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.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "throttlers-gauntlets", "fields": {"name": "Throttler's Gauntlets", "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.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "thunderous-kazoo", "fields": {"name": "Thunderous Kazoo", "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.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "tick-stop-watch", "fields": {"name": "Tick Stop Watch", "desc": "While holding this silver pocketwatch, you can use an action to magically stop a single clockwork device or construct within 10 feet of you. If the target is an object, it freezes in place, even mid-air, for up to 1 minute or until moved. If the target is a construct, it must succeed on a DC 15 Wisdom saving throw or be paralyzed until the end of its next turn. The pocketwatch can't be used this way again until the next dawn. The pocketwatch must be wound at least once every 24 hours, just like a normal pocketwatch, or its magic ceases to function. If left unwound for 24 hours, the watch loses its magic, but the power returns 24 hours after the next time it is wound.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "timeworn-timepiece", "fields": {"name": "Timeworn Timepiece", "desc": "This tarnished silver pocket watch seems to be temporally displaced and allows for limited manipulation of time. The timepiece has 3 charges, and it regains 1d3 expended charges daily at midnight. While holding the timepiece, you can use your reaction to expend 1 charge after you or a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw to force the creature to reroll. You make this decision after you see whether the roll succeeds or fails. The target must use the result of the second roll. Alternatively, you can expend 2 charges as a reaction at the start of another creature's turn to swap places in the Initiative order with that creature. An unwilling creature that succeeds on a DC 15 Charisma saving throw is unaffected.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "tincture-of-moonlit-blossom", "fields": {"name": "Tincture of Moonlit Blossom", "desc": "This potion is steeped using a blossom that grows only in the moonlight. When you drink this potion, your shadow corruption (see Midgard Worldbook) is reduced by three levels. If you aren't using the Midgard setting, you gain the effect of the greater restoration spell instead.", "document": 43, "page_no": null, "type": "Potion", "rarity": "very rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "tipstaff", "fields": {"name": "Tipstaff", "desc": "To the uninitiated, this short ebony baton resembles a heavy-duty truncheon with a cord-wrapped handle and silver-capped tip. The weapon has 5 charges, and it regains 1d4 + 1 expended charges daily at dawn. When you hit a creature with a melee attack with this magic weapon, you can expend 1 charge to force the target to make a DC 15 Constitution saving throw. If the creature took 20 damage or more from this attack, it has disadvantage on the saving throw. On a failure, the target is paralyzed for 1 minute. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "tome-of-knowledge", "fields": {"name": "Tome of Knowledge", "desc": "This book contains mnemonics and other tips to better perform a specific mental task, and its words are charged with magic. If you spend 24 hours over a period of 3 days or fewer studying the tome and practicing its instructions, you gain proficiency in the Intelligence, Wisdom, or Charisma-based skill (such as History, Insight, or Intimidation) associated with the book. The tome then loses its magic, but regains it in ten years.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "tonic-for-the-troubled-mind", "fields": {"name": "Tonic for the Troubled Mind", "desc": "This potion smells and tastes of lavender and chamomile. When you drink it, it removes any short-term madness afflicting you, and it suppresses any long-term madness afflicting you for 8 hours.", "document": 43, "page_no": null, "type": "Potion", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "tonic-of-blandness", "fields": {"name": "Tonic of Blandness", "desc": "This deeply bitter, black, oily liquid deadens your sense of taste. When you drink this tonic, you can eat all manner of food without reaction, even if the food isn't to your liking, for 1 hour. During this time, you automatically fail Wisdom (Perception) checks that rely on taste. This tonic doesn't protect you from the effects of consuming poisoned or spoiled food, but it can prevent you from detecting such impurities when you taste the food.", "document": 43, "page_no": null, "type": "Potion", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "toothsome-purse", "fields": {"name": "Toothsome Purse", "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.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "torc-of-the-comet", "fields": {"name": "Torc of the Comet", "desc": "This silver torc is set with a large opal on one end, and it thins to a point on the other. While wearing the torc, you have resistance to cold damage, and you can use an action to speak the command word, causing the torc to shed bluish-white bright light in a 20-foot radius and dim light for an additional 20 feet. The light lasts until you use a bonus action to speak the command word again. The torc has 4 charges. You can use an action to expend 1 charge and fire a tiny comet from the torc at a target you can see within 120 feet of you. The torc makes a ranged attack roll with a +7 bonus ( 1d20+7). On a hit, the target takes 2d6 bludgeoning damage and 2d6 cold damage. At night, the cold damage dealt by the comets increases to 6d6. The torc regain 1d4 expended charges daily at dawn.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "tracking-dart", "fields": {"name": "Tracking Dart", "desc": "When you hit a Large or smaller creature with an attack using this colorful magic dart, the target is splattered with magical paint, which outlines the target in a dim glow (your choice of color) for 1 minute. Any attack roll against a creature outlined in the glow has advantage if the attacker can see the creature, and the creature can't benefit from being invisible. The creature outlined in the glow can end the effect early by using an action to wipe off the splatter of paint.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "treebleed-bucket", "fields": {"name": "Treebleed Bucket", "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.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "trick-shot-mirror", "fields": {"name": "Trick Shot Mirror", "desc": "A trick shot mirror is a round, steel-framed hand mirror with no handle, but its 5-inch diameter makes it easy to hold. A trick shot mirror comes in different styles, but each allows you to adjust the trajectory of an attack or spell. Each mirror has 3 charges, and it regains all expended charges daily at dawn. Ricocheting Trick Shot Mirror (Uncommon). While holding the mirror, you can use an action to expend 1 of the mirror\u2019s charges and cause the mirror to fly from your hand and float in an unoccupied space within 60 feet of you for 1 minute. When you make a ranged attack, you determine your line of sight as if you were in your space or the mirror\u2019s space. You must be able to see the mirror to do so. The mirror doesn\u2019t extend the range of your attack, and you still have disadvantage on the attack roll if you attack a target outside of your weapon\u2019s or spell\u2019s normal range. You can use a bonus action to command the mirror to fly back to your open hand. Spellbending Trick Shot Mirror (Rare). While holding the mirror and casting a spell that forms a line, you can expend 1 or more of the mirror\u2019s charges to focus part of the spell into the mirror and change the angle of the line. Choose one space along the line. The line bends at a 90-degree angle in the space in the direction of your choice. This bend doesn\u2019t extend the length of the line, but it could redirect the line in such a way as to hit a creature previously not within the line\u2019s area of effect. For each charge you expend, you can bend the line in an additional space.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "varies", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "trident-of-the-vortex", "fields": {"name": "Trident of the Vortex", "desc": "This bronze trident has a shaft of inlaid blue pearl. You gain a +2 bonus to attack and damage rolls with this magic weapon. Whirlpool. While wielding the trident underwater, you can use an action to speak its command word and cause the water around you to whip into a whirlpool for 1 minute. For the duration, each creature that enters or starts its turn in a space within 10 feet of you must succeed on a DC 15 Strength saving throw or be restrained by the whirlpool. The whirlpool moves with you, and creatures restrained by it move with it. A creature within 5 feet of the whirlpool can pull a creature out of it by taking an action to make a DC 15 Strength check and succeeding. A restrained creature can try to escape by taking an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the whirlpool. Once used, this property can\u2019t be used again until the next dawn.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "very rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "trident-of-the-yearning-tide", "fields": {"name": "Trident of the Yearning Tide", "desc": "The barbs of this trident are forged from mother-of-pearl and its shaft is fashioned from driftwood. You gain a +2 bonus on attack and damage rolls made with this magic weapon. While holding the trident, you can breathe underwater. The trident has 3 charges for the following other properties. It regains 1d3 expended charges daily at dawn. Call Sealife. While holding the trident, you can use an action to expend 3 of its charges to cast the conjure animals spell from it. The creatures you summon must be beasts that can breathe water. Yearn for the Tide. When you hit a creature with a melee attack using the trident, you can use a bonus action to expend 1 charge to force the target to make a DC 17 Wisdom saving throw. On a failure, the target must spend its next turn leaping into the nearest body of water and swimming toward the bottom. A creature that can breathe underwater automatically succeeds on the saving throw. If no water is in the target\u2019s line of sight, the target automatically succeeds on the saving throw.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "very rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "troll-skin-armor", "fields": {"name": "Troll Skin Armor", "desc": "While wearing troll skin armor, you gain a +1 bonus to AC, and you stabilize whenever you are dying at the start of your turn. In addition, you can use an action to regenerate for 1 minute. While regenerating, you regain 2 hit points at the start of each of your turns. The armor can't be used this way again until the next dawn.", "document": 43, "page_no": null, "type": "Armor", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "trollsblood-elixir", "fields": {"name": "Trollsblood Elixir", "desc": "This thick, pink liquid sloshes and moves even when the bottle is still. When you drink this potion, you regenerate lost hit points for 1 hour. At the start of your turn, you regain 5 hit points. If you take acid or fire damage, the potion doesn't function at the start of your next turn. If you lose a limb, you can reattach it by holding it in place for 1 minute. For the duration, you can die from damage only by being reduced to 0 hit points and not regenerating on your turn.", "document": 43, "page_no": null, "type": "Potion", "rarity": "very rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "tyrants-whip", "fields": {"name": "Tyrant's Whip", "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.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "umber-beans", "fields": {"name": "Umber Beans", "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 |", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "umbral-band", "fields": {"name": "Umbral Band", "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.", "document": 43, "page_no": null, "type": "Ring", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "umbral-chopper", "fields": {"name": "Umbral Chopper", "desc": "This simple axe looks no different from a standard forester's tool. A single-edged head is set into a slot in the haft and bound with strong cord. The axe was found by a timber-hauling crew who disappeared into the shadows of a cave deep in an old forest. Retrieved in the dark of the cave, the axe was found to possess disturbing magical properties. You gain a +1 bonus to attack and damage rolls made with this weapon, which deals necrotic damage instead of slashing damage. When you hit a plant creature with an attack using this weapon, the target must make a DC 15 Constitution saving throw. On a failure, the creature takes 4d6 necrotic damage and its speed is halved until the end of its next turn. On a success, the creature takes half the damage and its speed isn't reduced.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "umbral-lantern", "fields": {"name": "Umbral Lantern", "desc": "This item looks like a typical hooded brass lantern, but shadowy forms crawl across its surface and it radiates darkness instead of light. The lantern can burn for up to 3 hours each day. While the lantern burns, it emits darkness as if the darkness spell were cast on it but with a 30-foot radius.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "umbral-staff", "fields": {"name": "Umbral Staff", "desc": "Made of twisted darkwood and covered in complex runes and sigils, this powerful staff seems to emanate darkness. You have resistance to radiant damage while you hold this staff. The staff has 20 charges for the following properties. It regains 2d8 + 4 expended charges daily at midnight. If you expend the last charge, roll a d20. On a 1, the staff retains its ability to cast the claws of darkness*, douse light*, and shadow blindness* spells but loses all other properties. On a 20, the staff regains 1d8 + 2 charges. Spells. 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 and spellcasting ability: become nightwing* (6 charges), black hand* (4 charges), black ribbons* (1 charge), black well* (6 charges), cloak of shadow* (1 charge), darkvision (2 charges), darkness (2 charges), dark dementing* (5 charges), dark path* (2 charges), darkbolt* (2 charges), encroaching shadows* (6 charges), night terrors* (4 charges), shadow armor* (1 charge), shadow hands* (1 charge), shadow puppets* (2 charges), or slither* (2 charges). You can also use an action to cast the claws of darkness*, douse light*, or shadow blindness* spell from the staff without using any charges. Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition. At the GM\u2019s discretion, spells from Deep Magic for 5th Edition can be replaced with other spells of similar levels and similarly related to darkness, shadows, or terror. Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion of darkness (as the darkness spell) that expands to fill a 30-foot-radius sphere centered on it. You have a 50 percent chance to instantly travel to the Plane of Shadow, avoiding the explosion. If you fail to avoid the effect, you take necrotic damage equal to 16 \u00d7 the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin as shown in the following table. On a successful save, a creature takes half as much damage. | Distance from Origin | Damage |\n| --------------------- | -------------------------------------- |\n| 10 ft. away or closer | 8 \u00d7 the number of charges in the staff |\n| 11 to 20 ft. away | 6 \u00d7 the number of charges in the staff |\n| 21 to 30 ft. away | 4 \u00d7 the number of charges in the staff |", "document": 43, "page_no": null, "type": "Staff", "rarity": "legendary", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "undine-plate", "fields": {"name": "Undine Plate", "desc": "This bright green plate armor is embossed with images of various marine creatures, such as octopuses and rays. While wearing this armor, you have a swimming speed of 40 feet, and you don't have disadvantage on Dexterity (Stealth) checks while underwater.", "document": 43, "page_no": null, "type": "Armor", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "unerring-dowsing-rod", "fields": {"name": "Unerring Dowsing Rod", "desc": "This dark, gnarled willow root is worn and smooth. When you hold this rod in both hands by its short, forked branches, you feel it gently tugging you toward the closest source of fresh water. If the closest source of fresh water is located underground, the dowsing rod directs you to a spot above the source then dips its tip down toward the ground. When you use this dowsing rod on the Material Plane, it directs you to bodies of water, such as creeks and ponds. When you use it in areas where fresh water is much more difficult to find, such as a desert or the Plane of Fire, it directs you to bodies of water, but it might also direct you toward homes with fresh water barrels or to creatures with containers of fresh water on them.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "unquiet-dagger", "fields": {"name": "Unquiet Dagger", "desc": "Forged by creatures with firsthand knowledge of what lies between the stars, this dark gray blade sometimes appears to twitch or ripple like water when not directly observed. You gain a +1 bonus to attack and damage rolls with this magic weapon. In addition, when you hit with an attack using this dagger, the target takes an extra 2d6 psychic damage. You can use an action to cause the blade to ripple for 1 minute. While the blade is rippling, each creature that takes psychic damage from the dagger must succeed on a DC 15 Charisma saving throw or become frightened of you for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The dagger can't be used this way again until the next dawn.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "very rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "unseelie-staff", "fields": {"name": "Unseelie Staff", "desc": "This ebony staff is decorated in silver and topped with a jagged piece of obsidian. This staff can be wielded as a magic quarterstaff. While holding the staff, you have advantage on Charisma checks made to influence or interact socially with fey creatures. The staff has 10 charges for the following properties. The staff regains 1d6 + 4 charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff dissolves into a shower of powdery snow, which blows away in a sudden, chill wind. Rebuke Fey. When you hit a fey creature with a melee attack using the staff, you can expend 1 charge to deal an extra 2d6 necrotic damage to the target. If the fey has a good alignment, the extra damage increases to 4d6, and the target must succeed on a DC 15 Wisdom saving throw or be frightened of you until the start of your next turn. Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: charm person (1 charge), conjure woodland beings (4 charges), confusion (4 charges), invisibility (2 charges), or teleport (7 charges). You can also use an action to cast the vicious mockery cantrip from the staff without using any charges.", "document": 43, "page_no": null, "type": "Staff", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "unstable-bombard", "fields": {"name": "Unstable Bombard", "desc": "These brass and crystal cylinders are 6 inches long with 1-inch diameters. Each cylinder has a funnel on one end and a wooden plunger on the other end. You can use an action to quickly press the plunger, expelling the cylinder\u2019s contents out through the funnel in a 30-foot line that is 5 feet wide. Once its contents are expelled, a cylinder is destroyed, and there is a 25 percent chance you are also subjected to the bombard\u2019s effects as if you were caught in the line. Mindshatter Bombard (Rare). A vermilion solution sloshes and boils inside this canister. Each creature in the line of this substance must make a DC 15 Wisdom saving throw. On a failure, a creature takes 3d6 psychic damage and is incapacitated for 1 minute. On a success, a creature takes half the damage and isn\u2019t incapacitated. An incapacitated creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Murderous Bombard (Uncommon). A gruesome crimson slurry sloshes inside this canister with strange bits of ivory floating in it. Each creature in the line of this substance must succeed on a DC 13 Wisdom saving throw or be overcome with rage for 1 minute. While overcome with rage, the creature can\u2019t distinguish friend from foe and must attack the nearest creature. If no other creature is near enough to move to and attack, the creature stalks off in a random direction, seeking a target for its rage. A creature overcome with rage can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Sloughide Bombard (Very Rare). A clear, gelatinous substance fills this canister. Each creature in the line of this substance must make a DC 17 Constitution saving throw. On a failure, a creature takes 6d6 acid damage and is paralyzed for 1 minute. On a success, a creature takes half the damage and isn\u2019t paralyzed. While paralyzed, the creature takes 2d6 acid damage at the start of each of its turns. A paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", "document": 43, "page_no": null, "type": "Potion", "rarity": "varies", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "valkyries-bite", "fields": {"name": "Valkyrie's Bite", "desc": "This black-bladed scimitar has a guard that resembles outstretched raven wings, and a polished amethyst sits in its pommel. You have a +2 bonus to attack and damage rolls made with this magic weapon. While attuned to the scimitar, you have advantage on initiative rolls. While you hold the scimitar, it sheds dim purple light in a 10-foot radius.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "vengeful-coat", "fields": {"name": "Vengeful Coat", "desc": "This stiff, vaguely uncomfortable coat covers your torso. It smells like ash and oozes a sap-like substance. While wearing this coat, you have resistance to slashing damage from nonmagical attacks. At the end of each long rest, choose one of the following damage types: acid, cold, fire, lightning, or thunder. When you take damage of that type, you have advantage on attack rolls until the end of your next turn. When you take more than 10 damage of that type, you have advantage on your attack rolls for 2 rounds. When you are targeted by an effect that deals damage of the type you chose, you can use your reaction to gain resistance to that damage until the start of your next turn. You have advantage on your attack rolls, as detailed above, then the coat's magic ceases to function until you finish a long rest.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "venomous-fangs", "fields": {"name": "Venomous Fangs", "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.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "verdant-elixir", "fields": {"name": "Verdant Elixir", "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 \u201cenlarge\u201d effect of the enlarge/reduce spell (no concentration required).", "document": 43, "page_no": null, "type": "Potion", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "verminous-snipsnaps", "fields": {"name": "Verminous Snipsnaps", "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.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "verses-of-vengeance", "fields": {"name": "Verses of Vengeance", "desc": "This massive, holy tome is bound in brass with a handle on the back cover. A steel chain dangles from the sturdy metal cover, allowing you to hang the tome from your belt or hook it to your armor. A locked clasp holds the tome closed, securing its contents. You gain a +1 bonus to AC while you wield this tome as a shield. This bonus is in addition to the shield's normal bonus to AC. Alternatively, you can make melee weapon attacks with the tome as if it was a club. If you make an attack using use the tome as a weapon, you lose the shield's bonus to your AC until the start of your next turn.", "document": 43, "page_no": null, "type": "Armor", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "vessel-of-deadly-venoms", "fields": {"name": "Vessel of Deadly Venoms", "desc": "This small jug weighs 5 pounds and has a ceramic snake coiled around it. You can use an action to speak a command word to cause the vessel to produce poison, which pours from the snake's mouth. A poison created by the vessel must be used within 1 hour or it becomes inert. The word \u201cblade\u201d causes the snake to produce 1 dose of serpent venom, enough to coat a single weapon. The word \u201cconsume\u201d causes the snake to produce 1 dose of assassin's blood, an ingested poison. The word \u201cspit\u201d causes the snake to spray a stream of poison at a creature you can see within 30 feet. The target must make a DC 15 Constitution saving throw. On a failure, the target takes 2d8 poison damage and is poisoned until the end of its next turn. On a success, the target takes half the damage and isn't poisoned. Once used, the vessel can't be used to create poison again until the next dawn.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "vestments-of-the-bleak-shinobi", "fields": {"name": "Vestments of the Bleak Shinobi", "desc": "This padded black armor is fashioned in the furtive style of shinobi sh\u014dzoku 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\u2019t be used again until the next dawn.", "document": 43, "page_no": null, "type": "Armor", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "vial-of-sunlight", "fields": {"name": "Vial of Sunlight", "desc": "This crystal vial is filled with water from a spring high in the mountains and has been blessed by priests of a deity of healing and light. You can use an action to cause the vial to emit bright light in a 30-foot radius and dim light for an additional 30 feet for 1 minute. This light is pure sunlight, causing harm or discomfort to vampires and other undead creatures that are sensitive to it. The vial can't be used this way again until the next dawn.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "vielle-of-weirding-and-warding", "fields": {"name": "Vielle of Weirding and Warding", "desc": "The strings of this bowed instrument never break. You must be proficient in stringed instruments to use this vielle. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d8 psychic damage. If you play the vielle as the somatic component for a spell that causes a target to become charmed on a failed saving throw, the target has disadvantage on the saving throw.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "vigilant-mug", "fields": {"name": "Vigilant Mug", "desc": "An impish face sits carved into the side of this bronze mug, its eyes a pair of clear, blue crystals. The imp's eyes turn red when poison or poisonous material is placed or poured inside the mug.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "vile-razor", "fields": {"name": "Vile Razor", "desc": "This perpetually blood-stained straight razor deals slashing damage instead of piercing damage. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Inhuman Alacrity. While holding the dagger, you can take two bonus actions on your turn, instead of one. Each bonus action must be different; you can\u2019t use the same bonus action twice in a single turn. Once used, this property can\u2019t be used again until the next dusk. Unclean Cut. When you hit a creature with a melee attack using the dagger, you can use a bonus action to deal an extra 2d4 necrotic damage. If you do so, the target and each of its allies that can see this attack must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. Once used, this property can\u2019t be used again until the next dusk. ", "document": 43, "page_no": null, "type": "Weapon", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "void-touched-buckler", "fields": {"name": "Void-Touched Buckler", "desc": "This simple wood and metal buckler belonged to an adventurer slain by a void dragon wyrmling (see Tome of Beasts). It sat for decades next to a small tear in the fabric of reality, which led to the outer planes. It has since become tainted by the Void. While wielding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield\u2019s normal bonus to AC. Invoke the Void. While wielding this shield, you can use an action to invoke the shield\u2019s latent Void energy for 1 minute, causing a dark, swirling aura to envelop the shield. For the duration, when a creature misses you with a weapon attack, it must succeed on a DC 17 Wisdom saving throw or be frightened of you until the end of its next turn. In addition, when a creature hits you with a weapon attack, it has advantage on weapon attack rolls against you until the end of its next turn. You can\u2019t use this property of the shield again until the next dawn.", "document": 43, "page_no": null, "type": "Armor", "rarity": "very rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "voidskin-cloak", "fields": {"name": "Voidskin Cloak", "desc": "This pitch-black cloak absorbs light and whispers as it moves. It feels like thin leather with a knobby, scaly texture, though none of that detail is visible to the eye. While you wear this cloak, you have resistance to necrotic damage. While the hood is up, your face is pooled in shadow, and you can use a bonus action to fix your dark gaze upon a creature you can see within 60 feet. If the creature can see you, it must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once a creature succeeds on its saving throw, it can't be affected by the cloak again for 24 hours. Pulling the hood up or down requires an action.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "voidwalker", "fields": {"name": "Voidwalker", "desc": "This band of tarnished silver bears no ornament or inscription, but it is icy cold to the touch. The patches of dark corrosion on the ring constantly, but subtly, move and change; though, this never occurs while anyone observes the ring. While wearing Voidwalker, you gain the benefits of a ring of free action and a ring of resistance (cold). It has the following additional properties. The ring is clever and knows that most mortals want nothing to do with the Void directly. It also knows that most of the creatures with strength enough to claim it will end up in dire straits sooner or later. It doesn't overplay its hand trying to push a master to take a plunge into the depths of the Void, but instead makes itself as indispensable as possible. It provides counsel and protection, all the while subtly pushing its master to take greater and greater risks. Once it's maneuvered its wearer into a position of desperation, generally on the brink of death, Voidwalker offers a way out. If the master accepts, it opens a gate into the Void, most likely sealing the creature's doom.", "document": 43, "page_no": null, "type": "Ring", "rarity": "legendary", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "wand-of-accompaniment", "fields": {"name": "Wand of Accompaniment", "desc": "Tiny musical notes have been etched into the sides of this otherwise plain, wooden wand. It has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand disintegrates with a small bang. Dance. While holding the wand, you can use an action to expend 3 charges to cast the irresistible dance spell (save DC 17) from it. If the target is in the area of the Song property of this wand, it has disadvantage on the saving throw. Song. While holding the wand, you can use an action to expend 1 charge to cause the area within a 30-foot radius of you to fill with music for 1 minute. The type of music played is up to you, but it is performed flawlessly. Each creature in the area that can hear the music has advantage on saving throws against being deafened and against spells and effects that deal thunder damage.", "document": 43, "page_no": null, "type": "Wand", "rarity": "very rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "wand-of-air-glyphs", "fields": {"name": "Wand of Air Glyphs", "desc": "While holding this thin, metal wand, you can use action to cause the tip to glow. When you wave the glowing wand in the air, it leaves a trail of light behind it, allowing you to write or draw on the air. Whatever letters or images you make hang in the air for 1 minute before fading away.", "document": 43, "page_no": null, "type": "Wand", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "wand-of-bristles", "fields": {"name": "Wand of Bristles", "desc": "This wand is made from the bristles of a giant boar bound together with magical, silver thread. It weighs 1 pound and is 8 inches long. The wand has a strong boar musk scent to it, which is difficult to mask and is noticed by any creature within 10 feet of you that possesses the Keen Smell trait. The wand is comprised of 10 individual bristles, and as long as the wand has 1 bristle, it regrows 2 bristles daily at dawn. While holding the wand, you can use your action to remove bristles to cause one of the following effects. Ghostly Charge (3 bristles). You toss the bristles toward one creature you can see. A phantom giant boar charges 30 feet toward the creature. If the phantom\u2019s path connects with the creature, the target must succeed on a DC 15 Dexterity saving throw or take 2d8 force damage and be knocked prone. Truffle (2 bristles). You plant the bristles in the ground to conjure up a magical truffle. Consuming the mushroom restores 2d8 hit points.", "document": 43, "page_no": null, "type": "Wand", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "wand-of-depth-detection", "fields": {"name": "Wand of Depth Detection", "desc": "This simple wooden wand has 7 charges and regains 1d6 + 1 expended charges daily at dawn. While holding it, you can use an action to expend 1 charge and point it at a body of water or other liquid. You learn the liquid's deepest point or its average depth (your choice). In addition, you can use an action to expend 1 charge while you are submerged in a liquid to determine how far you are beneath the liquid's surface.", "document": 43, "page_no": null, "type": "Wand", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "wand-of-direction", "fields": {"name": "Wand of Direction", "desc": "This crooked, twisting wand is crafted of polished ebony with a small, silver arrow affixed to its tip. The wand has 3 charges. While holding it, you can expend 1 charge as an action to make the wand remember your path for up to 1,760 feet of movement. You can increase the length of the path the wand remembers by 1,760 feet for each additional charge you expend. When you expend a charge to make the wand remember your current path, the wand forgets the oldest path of up to 1,760 feet that it remembers. If you wish to retrace your steps, you can use a bonus action to activate the wand\u2019s arrow. The arrow guides you, pointing and mentally tugging you in the direction you should go. The wand\u2019s magic allows you to backtrack with complete accuracy despite being lost, unable to see, or similar hindrances against finding your way. The wand can\u2019t counter or dispel magic effects that cause you to become lost or misguided, but it can guide you back in spite of some magic hindrances, such as guiding you through the area of a darkness spell or guiding you if you had activated the wand then forgotten the way due to the effects of the modify memory spell on you. The wand regains all expended charges daily at dawn. If you expend the wand\u2019s last charge, roll a d20. On a roll of 1, the wand straightens and the arrow falls off, rendering it nonmagical.", "document": 43, "page_no": null, "type": "Wand", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "wand-of-drowning", "fields": {"name": "Wand of Drowning", "desc": "This wand appears to be carved from the bones of a large fish, which have been cemented together. The wand has 3 charges and regains 1d3 expended charges daily at dawn. While holding this wand, you can use an action to expend 1 charge to cause a thin stream of seawater to spray toward a creature you can see within 60 feet of you. If the target can breathe only air, it must succeed on a DC 15 Constitution saving throw or its lungs fill with rancid seawater and it begins drowning. A drowning creature chokes for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its turn after its choking ends, the creature drops to 0 hit points and is dying, and it can't regain hit points or be stabilized until it can breathe again. A successful DC 15 Wisdom (Medicine) check removes the seawater from the drowning creature's lungs, ending the effect.", "document": 43, "page_no": null, "type": "Wand", "rarity": "very rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "wand-of-extinguishing", "fields": {"name": "Wand of Extinguishing", "desc": "This charred and blackened wooden wand has 3 charges. While holding it, you can use an action to expend 1 of its charges to extinguish a nonmagical flame within 10 feet of you that is no larger than a small campfire. The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand transforms into a wand of ignition.", "document": 43, "page_no": null, "type": "Wand", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "wand-of-fermentation", "fields": {"name": "Wand of Fermentation", "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.", "document": 43, "page_no": null, "type": "Wand", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "wand-of-flame-control", "fields": {"name": "Wand of Flame Control", "desc": "This wand is fashioned from a branch of pine, stripped of bark and beaded with hardened resin. The wand has 3 charges. If you use the wand as an arcane focus while casting a spell that deals fire damage, you can expend 1 charge as part of casting the spell to increase the spell's damage by 1d4. In addition, while holding the wand, you can use an action to expend 1 of its charges to cause one of the following effects: - Change the color of any flames within 30 feet.\n- Cause a single flame to burn lower, halving the range of light it sheds but burning twice as long.\n- Cause a single flame to burn brighter, doubling the range of the light it sheds but halving its duration. The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a 1d20. On a 1, the wand bursts into flames and burns to ash in seconds.", "document": 43, "page_no": null, "type": "Wand", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "wand-of-giggles", "fields": {"name": "Wand of Giggles", "desc": "This wand is tipped with a feather. The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and point the wand at a humanoid you can see within 30 feet of you. The target must succeed on a DC 10 Charisma saving throw or be forced to giggle for 1 minute. Giggling doesn't prevent a target from taking actions or moving. The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a 1d20. On a 1, the wand transforms into a Wand of Tears.", "document": 43, "page_no": null, "type": "Wand", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "wand-of-guidance", "fields": {"name": "Wand of Guidance", "desc": "This slim, metal wand is topped with a cage shaped like a three-sided pyramid. An eye of glass sits within the pyramid. The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges to cast the guidance spell from it. The wand regains all expended charges at dawn. If you expend the wand's last charge, roll a 1d20. On a 1, the wand transforms into a Wand of Resistance.", "document": 43, "page_no": null, "type": "Wand", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "wand-of-harrowing", "fields": {"name": "Wand of Harrowing", "desc": "The tips of this twisted wooden wand are exceptionally withered. The wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand disintegrates into useless white powder. Affliction. While holding the wand, you can use an action to expend 1 charge to cause a creature you can see within 60 feet of you to become afflicted with unsightly, weeping sores. The target must succeed on a DC 15 Constitution saving throw or have disadvantage on all Dexterity and Charisma checks for 1 minute. An afflicted creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Pain. While holding the wand, you can use an action to expend 3 charges to cause a creature you can see within 60 feet of you to become wracked with terrible pain. The target must succeed on a DC 15 Constitution saving throw or take 4d6 necrotic damage, and its movement speed is halved for 1 minute. A pained creature can repeat the saving throw at the end of each of its turns, ending the effect on itself a success. If the target is also suffering from the Affliction property of this wand, it has disadvantage on the saving throw.", "document": 43, "page_no": null, "type": "Wand", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "wand-of-ignition", "fields": {"name": "Wand of Ignition", "desc": "The cracks in this charred and blackened wooden wand glow like live coals, but the wand is merely warm to the touch. The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges to set fire to one flammable object or collection of material (a stack of paper, a pile of kindling, or similar) within 10 feet of you that is Small or smaller. The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a 1d20. On a 1, the wand transforms into a Wand of Extinguishing.", "document": 43, "page_no": null, "type": "Wand", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "wand-of-plant-destruction", "fields": {"name": "Wand of Plant Destruction", "desc": "This wand of petrified wood has 7 charges. While holding it, you can use an action to expend up to 3 of its charges to harm a plant or plant creature you can see within 30 feet of you. The target must make a DC 15 Constitution saving throw, taking 2d8 necrotic damage for each charge you expended on a failed save, or half as much damage on a successful one. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a 1d20. On a 1, the wand shatters and is destroyed.", "document": 43, "page_no": null, "type": "Wand", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "wand-of-relieved-burdens", "fields": {"name": "Wand of Relieved Burdens", "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.", "document": 43, "page_no": null, "type": "Wand", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "wand-of-resistance", "fields": {"name": "Wand of Resistance", "desc": "This slim, wooden wand is topped with a small, spherical cage, which holds a pyramid-shaped piece of hematite. The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges to cast the resistance spell. The wand regains all expended charges at dawn. If you expend the wand's last charge, roll a 1d20. On a 1, the wand transforms into a Wand of Guidance .", "document": 43, "page_no": null, "type": "Wand", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "wand-of-revealing", "fields": {"name": "Wand of Revealing", "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.", "document": 43, "page_no": null, "type": "Wand", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "wand-of-tears", "fields": {"name": "Wand of Tears", "desc": "The top half of this wooden wand is covered in thorns. The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and point the wand at a humanoid you can see within 30 feet of you. The target must succeed on a DC 10 Charisma saving throw or be forced to cry for 1 minute. Crying doesn't prevent a target from taking actions or moving. The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a 1d20. On a 1, the wand transforms into a Wand of Giggles .", "document": 43, "page_no": null, "type": "Wand", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "wand-of-the-timekeeper", "fields": {"name": "Wand of the Timekeeper", "desc": "This smoothly polished wooden wand is perfectly balanced in the hand. Its grip is wrapped with supple leather strips, and its length is decorated with intricate arcane symbols. When you use it while playing a drum, you have advantage on Charisma (Performance) checks. The wand has 5 charges for the following properties. It regains 1d4 + 1 charges daily at dawn. Erratic. While holding the wand, you can use an action to expend 2 charges to force one creature you can see to re-roll its initiative at the end of each of its turns for 1 minute. An unwilling creature that succeeds on a DC 15 Wisdom saving throw is unaffected. Synchronize. While holding the wand, you can use an action to expend 1 charge to choose one creature you can see who has not taken its turn this round. That creature takes its next turn immediately after yours regardless of its turn in the Initiative order. An unwilling creature that succeeds on a DC 15 Wisdom saving throw is unaffected.", "document": 43, "page_no": null, "type": "Wand", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "wand-of-treasure-finding", "fields": {"name": "Wand of Treasure Finding", "desc": "This wand is adorned with gold and silver inlay and topped with a faceted crystal. The wand has 7 charges. While holding it, you can use an action and expend 1 charge to speak its command word. For 1 minute, you know the direction and approximate distance of the nearest mass or collection of precious metals or minerals within 60 feet. You can concentrate on a specific metal or mineral, such as silver, gold, or diamonds. If the specific metal or mineral is within 60 feet, you are able to discern all locations in which it is found and the approximate amount in each location. The wand's magic can penetrate most barriers, but it is blocked by 3 feet of wood or dirt, 1 foot of stone, 1 inch of common metal, or a thin sheet of lead. The effect ends if you stop holding the wand. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand turns to lead and becomes nonmagical.", "document": 43, "page_no": null, "type": "Wand", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "wand-of-vapors", "fields": {"name": "Wand of Vapors", "desc": "Green gas swirls inside this slender, glass wand. The wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand shatters into hundreds of crystalline fragments, and the gas within it dissipates. Fog Cloud. While holding the wand, you can use an action to expend 1 or more of its charges to cast the fog cloud spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. Gaseous Escape. When you are attacked while holding this wand, you can use your reaction to expend 3 of its charges to transform yourself and everything you are wearing and carrying into a cloud of green mist until the start of your next turn. While you are a cloud of green mist, you have resistance to nonmagical damage, and you can\u2019t be grappled or restrained. While in this form, you also can\u2019t talk or manipulate objects, any objects you were wearing or holding can\u2019t be dropped, used, or otherwise interacted with, and you can\u2019t attack or cast spells.", "document": 43, "page_no": null, "type": "Wand", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "wand-of-windows", "fields": {"name": "Wand of Windows", "desc": "This clear, crystal wand has 3 charges. You can use an action to expend 1 charge and touch the wand to any nonmagical object. The wand causes a portion of the object, up to 1-foot square and 6 inches deep, to become transparent for 1 minute. The effect ends if you stop holding the wand. The wand regains 1d3 expended charges daily at dawn. If you expend the wand's last charge, roll a 1d20. On a 1, the wand slowly becomes cloudy until it is completely opaque and becomes nonmagical.", "document": 43, "page_no": null, "type": "Wand", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "ward-against-wild-appetites", "fields": {"name": "Ward Against Wild Appetites", "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.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "warding-icon", "fields": {"name": "Warding Icon", "desc": "This carved piece of semiprecious stone typically takes the form of an angelic figure or a shield carved with a protective rune, and it is commonly worn attached to clothing or around the neck on a chain or cord. While wearing the stone, you have brief premonitions of danger and gain a +2 bonus to initiative if you aren't incapacitated.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "common", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "warlocks-aegis", "fields": {"name": "Warlock's Aegis", "desc": "When you attune to this mundane-looking suit of leather armor, symbols related to your patron burn themselves into the leather, and the armor's colors change to those most closely associated with your patron. While wearing this armor, you can use an action and expend a spell slot to increase your AC by an amount equal to your Charisma modifier for the next 8 hours. The armor can't be used this way again until the next dawn.", "document": 43, "page_no": null, "type": "Armor", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "wave-chain-mail", "fields": {"name": "Wave Chain Mail", "desc": "The rows of chain links of this armor seem to ebb and flow like waves while worn. Attacks against you have disadvantage while at least half of your body is submerged in water. In addition, when you are attacked, you can turn all or part of your body into water as a reaction, gaining immunity to bludgeoning, piercing, and slashing damage from nonmagical weapons, until the end of the attacker's turn. Once used, this property of the armor can't be used again until the next dawn.", "document": 43, "page_no": null, "type": "Armor", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "wayfarers-candle", "fields": {"name": "Wayfarer's Candle", "desc": "This beeswax candle is stamped with a holy symbol, typically one of a deity associated with light or protection. When lit, it sheds light and heat as a normal candle for up to 1 hour, but it can't be extinguished by wind of any force. It can be blown out or extinguished only by the creature holding it.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "web-arrows", "fields": {"name": "Web Arrows", "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.", "document": 43, "page_no": null, "type": "Ammunition", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "webbed-staff", "fields": {"name": "Webbed Staff", "desc": "This staff is carved of ebony and wrapped in a net of silver wire. While holding it, you can't be caught in webs of any sort and can move through webs as if they were difficult terrain. This staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a 1d20. On a 1, spidersilk surrounds the staff in a cocoon then quickly unravels itself and the staff, destroying the staff.", "document": 43, "page_no": null, "type": "Staff", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "whip-of-fangs", "fields": {"name": "Whip of Fangs", "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.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "whip-of-the-blue-wyrm", "fields": {"name": "Whip of the Blue Wyrm", "desc": "Used by the half-dragon taskmasters of a long-forgotten empire, these whips drew fear and hopelessness from those who felt their terrible stings. This dark blue dragonscale leather whip is forged from the supple scales of a blue dragon's tail and enchanted by archmage forgemasters. Its handle of glyphed darkwood holds a single dragon claw on its base. You gain a bonus to attack and damage rolls made with this magic weapon, determined by the weapon's rarity. You can use a bonus action to speak this whip's command word, which sends arcing bolts of lightning down the length of the whip. While lightning arcs down the whip, it deals an extra 1d6 lightning damage to any target it hits. The lightning lasts until you use a bonus action to speak the command word again or until you drop or stow the whip.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "uncommon, rare, very rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "whirlwind-bolas", "fields": {"name": "Whirlwind Bolas", "desc": "The metal weights of this magic weapon are inscribed with spiraling sigils of the wind. When you throw this bolas at a creature, the DC for the weapon's Strength saving throw is 15 instead of 10. If a creature deals slashing damage to the bolas to free itself, the bolas can't be used to reduce a creature's speed again until the next dawn, when it knits itself back together.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "whispering-cloak", "fields": {"name": "Whispering Cloak", "desc": "This cloak is made of black, brown, and white bat pelts sewn together. While wearing it, you have blindsight out to a range of 60 feet. While wearing this cloak with its hood up, you transform into a creature of pure shadow. While in shadow form, your Armor Class increases by 2, you have advantage on Dexterity (Stealth) checks, and you can move through a space as narrow as 1 inch wide without squeezing. You can cast spells normally while in shadow form, but you can't make ranged or melee attacks with nonmagical weapons. In addition, you can't pick up objects, and you can't give objects you are wearing or carrying to others. This effect lasts up to 1 hour. Deduct time spent in shadow form in increments of 1 minute from the total time. After it has been used for 1 hour, the cloak can't be used in this way again until the next dusk, when its time limit resets. Pulling the hood up or down requires an action.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "whispering-powder", "fields": {"name": "Whispering Powder", "desc": "A paper envelope contains enough of this fine dust for one use. You can use an action to sprinkle the dust on the ground in up to four contiguous spaces. When a Small or larger creature steps into one of these spaces, it must make a DC 13 Dexterity saving throw. On a failure, loud squeals, squeaks, and pops erupt with each footfall, audible out to 150 feet. The powder's creator dictates the manner of sounds produced. The first creature to enter the affected spaces sets off the alarm, consuming the powder's magic. Otherwise, the effect lasts as long as the powder coats the area.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "white-ape-hide", "fields": {"name": "White Ape Hide", "desc": "This armor was made from the remains of a White Ape (see Tome of Beasts) that fell in battle. While wearing this armor, you gain a +2 bonus to AC. In addition, the armor has the following properties while you wear it.", "document": 43, "page_no": null, "type": "Armor", "rarity": "very rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "white-dandelion", "fields": {"name": "White Dandelion", "desc": "When you are attacked or are the target of a spell while holding this magically enhanced flower, you can use a reaction to blow on the flower. It explodes in a flurry of seeds that distracts your attacker, and you add 1 to your AC against the attack or to your saving throw against the spell. Afterwards, the flower wilts and becomes nonmagical.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "windwalker-boots", "fields": {"name": "Windwalker Boots", "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.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "wisp-of-the-void", "fields": {"name": "Wisp of the Void", "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.", "document": 43, "page_no": null, "type": "Potion", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "witch-hunters-armor", "fields": {"name": "Witch Hunter's Armor", "desc": "A suit of this armor is typically etched or embroidered with protective glyphs and runes. While wearing this armor, you gain a +1 bonus to AC, and you have advantage on saving throws against spells. If you fail a saving throw against a spell while wearing this armor, you can choose to succeed instead. If you do, the armor's magic ceases to function until the next dawn.", "document": 43, "page_no": null, "type": "Armor", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "witch-ward-bottle", "fields": {"name": "Witch Ward Bottle", "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.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "witchs-brew", "fields": {"name": "Witch's Brew", "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.", "document": 43, "page_no": null, "type": "Potion", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "witchs-circle", "fields": {"name": "Witch's Circle", "desc": "This damask steel weapon is a simple ring with the interior edge dulled to rest comfortably in hand. You gain a +2 bonus to attack and damage rolls made with this magic weapon. Call the Four. When you hit with a ranged attack using this weapon, the target takes an extra 1d8 damage of one of the following types (your choice): cold, fire, lightning, or thunder. Immediately after the attack, the weapon flies up to 60 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. Witch\u2019s Light. While holding this weapon, you can use an action to cast the moonbeam spell from it, using your spell save DC. You cast the 6th-level version of the spell. Once used, this property can\u2019t be used again until the next dawn. Chakram Statistics. A chakram is a martial melee weapon with the thrown property (range 20/60 feet). It weighs 1 pound and costs 15 gp, and it deals 1d6 slashing damage. The witch\u2019s circle is a magical version of this weapon.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "very rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "wolf-brush", "fields": {"name": "Wolf Brush", "desc": "From a distance, this weapon bears a passing resemblance to a fallen tree branch. This unique polearm was first crafted by a famed martial educator and military general from the collected weapons of his fallen compatriots. Each point on this branching spear has a history of its own and is infused with the pain of loss and the glory of military service. When wielded in battle, each of the small, branching spear points attached to the polearm's shaft pulses with a warm glow and burns with the desire to protect the righteous. When not using it, you can fold the branches inward and sheathe the polearm in a leather wrap. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While you hold this weapon, it sheds dim light in a 5-foot radius. You can fold and wrap the weapon as an action, extinguishing the light. While holding or carrying the weapon, you have resistance to piercing damage. The weapon has 10 charges for the following other properties. The weapon regains 1d8 + 2 charges daily at dawn. In addition, it regains 1 charge when exposed to powerful magical sunlight, such as the light created by the sunbeam and sunburst spells, and it regains 1 charge each round it remains exposed to such sunlight. Spike Barrage. While wielding this weapon, you can use an action to expend 1 or more of its charges and sweep the weapon in a small arc to release a barrage of spikes in a 15-foot cone. Each creature in the area must make a DC 17 Dexterity saving throw, taking 1d10 piercing damage for each charge you expend on a failed save, or half as much damage on a successful one. Spiked Wall. While wielding this weapon, you can use an action to expend 6 charges to cast the wall of thorns spell (save DC 17) from it.", "document": 43, "page_no": null, "type": "Weapon", "rarity": "very rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "wolfbite-ring", "fields": {"name": "Wolfbite Ring", "desc": "This heavy iron ring is adorned with the stylized head of a snarling wolf. The ring has 3 charges and regains 1d3 expended charges daily at dawn. When you make a melee weapon attack while wearing this ring, you can use a bonus action to expend 1 of the ring's charges to deal an extra 2d6 piercing damage to the target. Then, the target must succeed on a DC 15 Strength saving throw or be knocked prone.", "document": 43, "page_no": null, "type": "Ring", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "worg-salve", "fields": {"name": "Worg Salve", "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.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "worry-stone", "fields": {"name": "Worry Stone", "desc": "This smooth, rounded piece of semiprecious crystal has a thumb-sized groove worn into one side. Physical contact with the stone helps clear the mind and calm the nerves, promoting success. If you spend 1 minute rubbing the stone, you have advantage on the next ability check you make within 1 hour of rubbing the stone. Once used, the stone can't be used again until the next dawn.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "wraithstone", "fields": {"name": "Wraithstone", "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:", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "wrathful-vapors", "fields": {"name": "Wrathful Vapors", "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.", "document": 43, "page_no": null, "type": "Potion", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "zephyr-shield", "fields": {"name": "Zephyr Shield", "desc": "This round metal shield is painted bright blue with swirling white lines across it. You gain a +2 bonus to AC while you wield this shield. This is an addition to the shield's normal AC bonus. Air Bubble. Whenever you are immersed in a body of water while holding this shield, you can use a reaction to envelop yourself in a 10-foot radius bubble of fresh air. This bubble floats in place, but you can move it up to 30 feet during your turn. You are moved with the bubble when it moves. The air within the bubble magically replenishes itself every round and prevents foreign particles, such as poison gases and water-borne parasites, from entering the area. Other creatures can leave or enter the bubble freely, but it collapses as soon as you exit it. The exterior of the bubble is immune to damage and creatures making ranged attacks against anyone inside the bubble have disadvantage on their attack rolls. The bubble lasts for 1 minute or until you exit it. Once used, this property can\u2019t be used again until the next dawn. Sanctuary. You can use a bonus action to cast the sanctuary spell (save DC 13) from the shield. This spell protects you from only water elementals and other creatures composed of water. Once used, this property can\u2019t be used again until the next dawn.", "document": 43, "page_no": null, "type": "Armor", "rarity": "very rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "ziphian-eye-amulet", "fields": {"name": "Ziphian Eye Amulet", "desc": "This gold amulet holds a preserved eye from a Ziphius (see Creature Codex). It has 3 charges, and it regains all expended charges daily at dawn. While wearing this amulet, you can use a bonus action to speak its command word and expend 1 of its charges to create a brief magical bond with a creature you can see within 60 feet of you. The target must succeed on a DC 15 Wisdom saving throw or be magically bonded with you until the end of your next turn. While bonded in this way, you can choose to have advantage on attack rolls against the target or cause the target to have disadvantage on attack rolls against you.", "document": 43, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "zipline-ring", "fields": {"name": "Zipline 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.", "document": 43, "page_no": null, "type": "Ring", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "Vault of Magic"}, {"model": "api.magicitem", "pk": "adamantine-armor", "fields": {"name": "Adamantine Armor", "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.", "document": 32, "page_no": null, "type": "Armor (medium or heavy)", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "amulet-of-health", "fields": {"name": "Amulet of Health", "desc": "Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "amulet-of-proof-against-detection-and-location", "fields": {"name": "Amulet of Proof against Detection and Location", "desc": "While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "amulet-of-the-planes", "fields": {"name": "Amulet of the Planes", "desc": "While wearing this amulet, you can use an action to name a location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence check. On a successful check, you cast the _plane shift_ spell. On a failure, you and each creature and object within 15 feet of you travel to a random destination. Roll a d100. On a 1-60, you travel to a random location on the plane you named. On a 61-100, you travel to a randomly determined plane of existence.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "very rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "animated-shield", "fields": {"name": "Animated Shield", "desc": "While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free.", "document": 32, "page_no": null, "type": "Armor (shield)", "rarity": "very rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "apparatus-of-the-crab", "fields": {"name": "Apparatus of the Crab", "desc": "This item first appears to be a Large sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move either up or down. When certain levers are used, the apparatus transforms to resemble a giant lobster.\n\nThe apparatus of the Crab is a Large object with the following statistics:\n\n**Armor Class:** 20\n\n**Hit Points:** 200\n\n**Speed:** 30 ft., swim 30 ft. (or 0 ft. for both if the legs and tail aren't extended)\n\n**Damage Immunities:** poison, psychic\n\nTo be used as a vehicle, the apparatus requires one pilot. While the apparatus's hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside.\n\nThe apparatus floats on water. It can also go underwater to a depth of 900 feet. Below that, the vehicle takes 2d6 bludgeoning damage per minute from pressure.\n\nA creature in the compartment can use an action to move as many as two of the apparatus's levers up or down. After each use, a lever goes back to its neutral position. Each lever, from left to right, functions as shown in the Apparatus of the Crab Levers table.\n\n**Apparatus of the Crab Levers (table)**\n\n| Lever | Up | Down |\n|-------|----------------------------------------------------------------------------------------------------------------------------------|---------------------------------------------------------------------------------------------------------------------------------------------|\n| 1 | Legs and tail extend, allowing the apparatus to walk and swim. | Legs and tail retract, reducing the apparatus's speed to 0 and making it unable to benefit from bonuses to speed. |\n| 2 | Forward window shutter opens. | Forward window shutter closes. |\n| 3 | Side window shutters open (two per side). | Side window shutters close (two per side). |\n| 4 | Two claws extend from the front sides of the apparatus. | The claws retract. |\n| 5 | Each extended claw makes the following melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 7 (2d6) bludgeoning damage. | Each extended claw makes the following melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: The target is grappled (escape DC 15). |\n| 6 | The apparatus walks or swims forward. | The apparatus walks or swims backward. |\n| 7 | The apparatus turns 90 degrees left. | The apparatus turns 90 degrees right. |\n| 8 | Eyelike fixtures emit bright light in a 30-foot radius and dim light for an additional 30 feet. | The light turns off. |\n| 9 | The apparatus sinks as much as 20 feet in liquid. | The apparatus rises up to 20 feet in liquid. |\n| 10 | The rear hatch unseals and opens. | The rear hatch closes and seals. |", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "legendary", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "armor-of-invulnerability", "fields": {"name": "Armor of Invulnerability", "desc": "You have resistance to nonmagical damage while you wear this armor. Additionally, you can use an action to make yourself immune to nonmagical damage for 10 minutes or until you are no longer wearing the armor. Once this special action is used, it can't be used again until the next dawn.", "document": 32, "page_no": null, "type": "Armor (plate)", "rarity": "legendary", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "armor-of-resistance", "fields": {"name": "Armor of Resistance", "desc": "You have resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly from the options below.\n\n| d10 | Damage Type |\n|-----|-------------|\n| 1 | Acid |\n| 2 | Cold |\n| 3 | Fire |\n| 4 | Force |\n| 5 | Lightning |\n| 6 | Necrotic |\n| 7 | Poison |\n| 8 | Psychic |\n| 9 | Radiant |\n| 10 | Thunder |", "document": 32, "page_no": null, "type": "Armor (light)", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "armor-of-vulnerability", "fields": {"name": "Armor of Vulnerability", "desc": "While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The GM chooses the type or determines it randomly.\n\n**_Curse_**. This armor is cursed, a fact that is revealed only when an _identify_ spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the _remove curse_ spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance).", "document": 32, "page_no": null, "type": "Armor (plate)", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "arrow-catching-shield", "fields": {"name": "Arrow-Catching Shield", "desc": "You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead.", "document": 32, "page_no": null, "type": "Armor (shield)", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "arrow-of-slaying", "fields": {"name": "Arrow of Slaying", "desc": "An _arrow of slaying_ is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both _arrows of dragon slaying_ and _arrows of blue dragon slaying_. If a creature belonging to the type, race, or group associated with an _arrow of slaying_ takes damage from the arrow, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.\n\nOnce an _arrow of slaying_ deals its extra damage to a creature, it becomes a nonmagical arrow.\n\nOther types of magic ammunition of this kind exist, such as _bolts of slaying_ meant for a crossbow, though arrows are most common.", "document": 32, "page_no": null, "type": "Weapon (arrow)", "rarity": "very rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "bag-of-beans", "fields": {"name": "Bag of Beans", "desc": "Inside this heavy cloth bag are 3d4 dry beans. The bag weighs 1/2 pound plus 1/4 pound for each bean it contains.\n\nIf you dump the bag's contents out on the ground, they explode in a 10-foot radius, extending from the beans. Each creature in the area, including you, must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't being worn or carried.\n\nIf you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean produces an effect 1 minute later from the ground where it was planted. The GM can choose an effect from the following table, determine it randomly, or create an effect.\n\n| d100 | Effect |\n|-------|-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|\n| 01 | 5d4 toadstools sprout. If a creature eats a toadstool, roll any die. On an odd roll, the eater must succeed on a DC 15 Constitution saving throw or take 5d6 poison damage and become poisoned for 1 hour. On an even roll, the eater gains 5d6 temporary hit points for 1 hour. |\n| 02-10 | A geyser erupts and spouts water, beer, berry juice, tea, vinegar, wine, or oil (GM's choice) 30 feet into the air for 1d12 rounds. |\n| 11-20 | A treant sprouts. There's a 50 percent chance that the treant is chaotic evil and attacks. |\n| 21-30 | An animate, immobile stone statue in your likeness rises. It makes verbal threats against you. If you leave it and others come near, it describes you as the most heinous of villains and directs the newcomers to find and attack you. If you are on the same plane of existence as the statue, it knows where you are. The statue becomes inanimate after 24 hours. |\n| 31-40 | A campfire with blue flames springs forth and burns for 24 hours (or until it is extinguished). |\n| 41-50 | 1d6 + 6 shriekers sprout |\n| 51-60 | 1d4 + 8 bright pink toads crawl forth. Whenever a toad is touched, it transforms into a Large or smaller monster of the GM's choice. The monster remains for 1 minute, then disappears in a puff of bright pink smoke. |\n| 61-70 | A hungry bulette burrows up and attacks. 71-80 A fruit tree grows. It has 1d10 + 20 fruit, 1d8 of which act as randomly determined magic potions, while one acts as an ingested poison of the GM's choice. The tree vanishes after 1 hour. Picked fruit remains, retaining any magic for 30 days. |\n| 81-90 | A nest of 1d4 + 3 eggs springs up. Any creature that eats an egg must make a DC 20 Constitution saving throw. On a successful save, a creature permanently increases its lowest ability score by 1, randomly choosing among equally low scores. On a failed save, the creature takes 10d6 force damage from an internal magical explosion. |\n| 91-99 | A pyramid with a 60-foot-square base bursts upward. Inside is a sarcophagus containing a mummy lord. The pyramid is treated as the mummy lord's lair, and its sarcophagus contains treasure of the GM's choice. |\n| 100 | A giant beanstalk sprouts, growing to a height of the GM's choice. The top leads where the GM chooses, such as to a great view, a cloud giant's castle, or a different plane of existence. |", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "bag-of-devouring", "fields": {"name": "Bag of Devouring", "desc": "This bag superficially resembles a _bag of holding_ but is a feeding orifice for a gigantic extradimensional creature. Turning the bag inside out closes the orifice.\n\nThe extradimensional creature attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it, there is a 50 percent chance that the creature is pulled inside the bag. A creature inside the bag can use its action to try to escape with a successful DC 15 Strength check. Another creature can use its action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength check (provided it isn't pulled inside the bag first). Any creature that starts its turn inside the bag is devoured, its body destroyed.\n\nInanimate objects can be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence. The GM determines the time and plane.\n\nIf the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "very rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "bag-of-holding", "fields": {"name": "Bag of Holding", "desc": "This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.\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.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "bag-of-tricks", "fields": {"name": "Bag of Tricks", "desc": "This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.\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 |", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "bead-of-force", "fields": {"name": "Bead of Force", "desc": "This small black sphere measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4 + 4 _beads of force_ are found together.\n\nYou can use an action to throw the bead up to 60 feet. The bead explodes on impact and is destroyed. Each creature within a 10-foot radius of where the bead landed must succeed on a DC 15 Dexterity saving throw or take 5d4 force damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save, or are partially within the area, are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere's wall. No attack or other effect can.\n\nAn enclosed creature can use its action to push against the sphere's wall, moving the sphere up to half the creature's walking speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "belt-of-dwarvenkind", "fields": {"name": "Belt of Dwarvenkind", "desc": "While wearing this belt, you gain the following benefits:\n\n* Your Constitution score increases by 2, to a maximum of 20.\n* You have advantage on Charisma (Persuasion) checks made to interact with dwarves.\n\nIn addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you're capable of growing one, or a visibly thicker beard if you already have one.\n\nIf you aren't a dwarf, you gain the following additional benefits while wearing the belt:\n\n* You have advantage on saving throws against poison, and you have resistance against poison damage.\n* You have darkvision out to a range of 60 feet.\n* You can speak, read, and write Dwarvish.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "belt-of-giant-strength", "fields": {"name": "Belt of Giant Strength", "desc": "While wearing this belt, your Strength score changes to a score granted by the belt. If your Strength is already equal to or greater than the belt's score, the item has no effect on you.\n\nSix varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The _belt of stone giant strength_ and the _belt of frost giant strength_ look different, but they have the same effect.\n\n| Type | Strength | Rarity |\n|-------------------|----------|-----------|\n| Hill giant | 21 | Rare |\n| Stone/frost giant | 23 | Very rare |\n| Fire giant | 25 | Very rare |\n| Cloud giant | 27 | Legendary |\n| Storm giant | 29 | Legendary |", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "varies", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "berserker-axe", "fields": {"name": "Berserker Axe", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained.\n\n**_Curse_**. This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear.\n\nWhenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.", "document": 32, "page_no": null, "type": "Weapon (any axe)", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "boots-of-elvenkind", "fields": {"name": "Boots of Elvenkind", "desc": "While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "boots-of-levitation", "fields": {"name": "Boots of Levitation", "desc": "While you wear these boots, you can use an action to cast the _levitate_ spell on yourself at will.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "boots-of-speed", "fields": {"name": "Boots of Speed", "desc": "While you wear these boots, you can use a bonus action and click the boots' heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect.\n\nWhen the boots' property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "boots-of-striding-and-springing", "fields": {"name": "Boots of Striding and Springing", "desc": "While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "boots-of-the-winterlands", "fields": {"name": "Boots of the Winterlands", "desc": "These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits:\n\n* You have resistance to cold damage.\n* You ignore difficult terrain created by ice or snow.\n* You can tolerate temperatures as low as -50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as -100 degrees Fahrenheit.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "bowl-of-commanding-water-elementals", "fields": {"name": "Bowl of Commanding Water Elementals", "desc": "While this bowl is filled with water, you can use an action to speak the bowl's command word and summon a water elemental, as if you had cast the _conjure elemental_ spell. The bowl can't be used this way again until the next dawn.\n\nThe bowl is about 1 foot in diameter and half as deep. It weighs 3 pounds and holds about 3 gallons.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "bracers-of-archery", "fields": {"name": "Bracers of Archery", "desc": "While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "bracers-of-defense", "fields": {"name": "Bracers of Defense", "desc": "While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "brazier-of-commanding-fire-elementals", "fields": {"name": "Brazier of Commanding Fire Elementals", "desc": "While a fire burns in this brass brazier, you can use an action to speak the brazier's command word and summon a fire elemental, as if you had cast the _conjure elemental_ spell. The brazier can't be used this way again until the next dawn.\n\nThe brazier weighs 5 pounds.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "brooch-of-shielding", "fields": {"name": "Brooch of Shielding", "desc": "While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the _magic missile_ spell.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "broom-of-flying", "fields": {"name": "Broom of Flying", "desc": "This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land.\n\nYou can send the broom to travel alone to a destination within 1 mile of you if you speak the command word, name the location, and are familiar with that place. The broom comes back to you when you speak another command word, provided that the broom is still within 1 mile of you.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "candle-of-invocation", "fields": {"name": "Candle of Invocation", "desc": "This slender taper is dedicated to a deity and shares that deity's alignment. The candle's alignment can be detected with the _detect evil and good_ spell. The GM chooses the god and associated alignment or determines the alignment randomly.\n\n| d20 | Alignment |\n|-------|-----------------|\n| 1-2 | Chaotic evil |\n| 3-4 | Chaotic neutral |\n| 5-7 | Chaotic good |\n| 8-9 | Neutral evil |\n| 10-11 | Neutral |\n| 12-13 | Neutral good |\n| 14-15 | Lawful evil |\n| 16-17 | Lawful neutral |\n| 18-20 | Lawful good |\n\nThe candle's magic is activated when the candle is lit, which requires an action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from the candle's total burn time.\n\nWhile lit, the candle sheds dim light in a 30-foot radius. Any creature within that light whose alignment matches that of the candle makes attack rolls, saving throws, and ability checks with advantage. In addition, a cleric or druid in the light whose alignment matches the candle's can cast 1st* level spells he or she has prepared without expending spell slots, though the spell's effect is as if cast with a 1st-level slot.\n\nAlternatively, when you light the candle for the first time, you can cast the _gate_ spell with it. Doing so destroys the candle.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "very rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "cape-of-the-mountebank", "fields": {"name": "Cape of the Mountebank", "desc": "This cape smells faintly of brimstone. While wearing it, you can use it to cast the _dimension door_ spell as an action. This property of the cape can't be used again until the next dawn.\n\nWhen you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "carpet-of-flying", "fields": {"name": "Carpet of Flying", "desc": "You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it.\n\nFour sizes of _carpet of flying_ exist. The GM chooses the size of a given carpet or determines it randomly.\n\n| d100 | Size | Capacity | Flying Speed |\n|--------|---------------|----------|--------------|\n| 01-20 | 3 ft. \u00d7 5 ft. | 200 lb. | 80 feet |\n| 21-55 | 4 ft. \u00d7 6 ft. | 400 lb. | 60 feet |\n| 56-80 | 5 ft. \u00d7 7 ft. | 600 lb. | 40 feet |\n| 81-100 | 6 ft. \u00d7 9 ft. | 800 lb. | 30 feet |\n\nA carpet can carry up to twice the weight shown on the table, but it flies at half speed if it carries more than its normal capacity.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "very rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "censer-of-controlling-air-elementals", "fields": {"name": "Censer of Controlling Air Elementals", "desc": "While incense is burning in this censer, you can use an action to speak the censer's command word and summon an air elemental, as if you had cast the _conjure elemental_ spell. The censer can't be used this way again until the next dawn.\n\nThis 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "chime-of-opening", "fields": {"name": "Chime of Opening", "desc": "This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can't reach the object. If no locks or latches remain, the object itself opens.\n\nThe chime can be used ten times. After the tenth time, it cracks and becomes useless.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "circlet-of-blasting", "fields": {"name": "Circlet of Blasting", "desc": "While wearing this circlet, you can use an action to cast the _scorching ray_ spell with it. When you make the spell's attacks, you do so with an attack bonus of +5. The circlet can't be used this way again until the next dawn.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "cloak-of-arachnida", "fields": {"name": "Cloak of Arachnida", "desc": "This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits:\n\n* You have resistance to poison damage.\n* You have a climbing speed equal to your walking speed.\n* You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.\n* You can't be caught in webs of any sort and can move through webs as if they were difficult terrain.\n* You can use an action to cast the _web_ spell (save DC 13). The web created by the spell fills twice its normal area. Once used, this property of the cloak can't be used again until the next dawn.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "very rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "cloak-of-displacement", "fields": {"name": "Cloak of Displacement", "desc": "While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "cloak-of-elvenkind", "fields": {"name": "Cloak of Elvenkind", "desc": "While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "cloak-of-protection", "fields": {"name": "Cloak of Protection", "desc": "You gain a +1 bonus to AC and saving throws while you wear this cloak.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "cloak-of-the-bat", "fields": {"name": "Cloak of the Bat", "desc": "While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed.\n\nWhile wearing the cloak in an area of dim light or darkness, you can use your action to cast _polymorph_ on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "cloak-of-the-manta-ray", "fields": {"name": "Cloak of the Manta Ray", "desc": "While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "crystal-ball", "fields": {"name": "Crystal Ball", "desc": "The typical _crystal ball_, a very rare item, is about 6 inches in diameter. While touching it, you can cast the _scrying_ spell (save DC 17) with it.\n\nThe following _crystal ball_ variants are legendary items and have additional properties.\n\n**_Crystal Ball of Mind Reading_**. You can use an action to cast the _detect thoughts_ spell (save DC 17) while you are scrying with the _crystal ball_, targeting creatures you can see within 30 feet of the spell's sensor. You don't need to concentrate on this _detect thoughts_ to maintain it during its duration, but it ends if _scrying_ ends.\n\n**_Crystal Ball of Telepathy_**. While scrying with the crystal ball, you can communicate telepathically with creatures you can see within 30 feet of the spell's sensor. You can also use an action to cast the _suggestion_ spell (save DC 17) through the sensor on one of those creatures. You don't need to concentrate on this _suggestion_ to maintain it during its duration, but it ends if _scrying_ ends. Once used, the _suggestion_ power of the _crystal ball_ can't be used again until the next dawn.\n\n**_Crystal Ball of True Seeing_**. While scrying with the crystal ball, you have truesight with a radius of 120 feet centered on the spell's sensor.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "very rare or legendary", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "cube-of-force", "fields": {"name": "Cube of Force", "desc": "This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36 charges, and it regains 1d20 expended charges daily at dawn.\n\nYou can use an action to press one of the cube's faces, expending a number of charges based on the chosen face, as shown in the Cube of Force Faces table. Each face has a different effect. If the cube has insufficient charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier is centered on you, moves with you, and lasts for 1 minute, until you use an action to press the cube's sixth face, or the cube runs out of charges. You can change the barrier's effect by pressing a different face of the cube and expending the requisite number of charges, resetting the duration.\n\nIf your movement causes the barrier to come into contact with a solid object that can't pass through the cube, you can't move any closer to that object as long as the barrier remains.\n\n**Cube of Force Faces (table)**\n\n| Face | Charges | Effect |\n|------|---------|-------------------------------------------------------------------------------------------------------------------|\n| 1 | 1 | Gases, wind, and fog can't pass through the barrier. |\n| 2 | 2 | Nonliving matter can't pass through the barrier. Walls, floors, and ceilings can pass through at your discretion. |\n| 3 | 3 | Living matter can't pass through the barrier. |\n| 4 | 4 | Spell effects can't pass through the barrier. |\n| 5 | 5 | Nothing can pass through the barrier. Walls, floors, and ceilings can pass through at your discretion. |\n| 6 | 0 | The barrier deactivates. |\n\nThe cube loses charges when the barrier is targeted by certain spells or comes into contact with certain spell or magic item effects, as shown in the table below.\n\n| Spell or Item | Charges Lost |\n|------------------|--------------|\n| Disintegrate | 1d12 |\n| Horn of blasting | 1d10 |\n| Passwall | 1d6 |\n| Prismatic spray | 1d20 |\n| Wall of fire | 1d4 |", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "cubic-gate", "fields": {"name": "Cubic Gate", "desc": "This cube is 3 inches across and radiates palpable magical energy. The six sides of the cube are each keyed to a different plane of existence, one of which is the Material Plane. The other sides are linked to planes determined by the GM.\n\nYou can use an action to press one side of the cube to cast the _gate_ spell with it, opening a portal to the plane keyed to that side. Alternatively, if you use an action to press one side twice, you can cast the _plane shift_ spell (save DC 17) with the cube and transport the targets to the plane keyed to that side.\n\nThe cube has 3 charges. Each use of the cube expends 1 charge. The cube regains 1d3 expended charges daily at dawn.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "legendary", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "dagger-of-venom", "fields": {"name": "Dagger of Venom", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon.\n\nYou can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn.", "document": 32, "page_no": null, "type": "Weapon (dagger)", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "dancing-sword", "fields": {"name": "Dancing Sword", "desc": "You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.\n\nWhile the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.\n\nAfter the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.", "document": 32, "page_no": null, "type": "Weapon (any sword)", "rarity": "very rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "decanter-of-endless-water", "fields": {"name": "Decanter of Endless Water", "desc": "This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds.\n\nYou can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options:\n\n* \"Stream\" produces 1 gallon of water.\n* \"Fountain\" produces 5 gallons of water.\n* \"Geyser\" produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "deck-of-illusions", "fields": {"name": "Deck of Illusions", "desc": "This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20 - 1 cards.\n\nThe magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you.\n\nAn illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent.\n\nThe illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can't be used again.\n\n| Playing Card | Illusion |\n|-------------------|----------------------------------|\n| Ace of hearts | Red dragon |\n| King of hearts | Knight and four guards |\n| Queen of hearts | Succubus or incubus |\n| Jack of hearts | Druid |\n| Ten of hearts | Cloud giant |\n| Nine of hearts | Ettin |\n| Eight of hearts | Bugbear |\n| Two of hearts | Goblin |\n| Ace of diamonds | Beholder |\n| King of diamonds | Archmage and mage apprentice |\n| Queen of diamonds | Night hag |\n| Jack of diamonds | Assassin |\n| Ten of diamonds | Fire giant |\n| Nine of diamonds | Ogre mage |\n| Eight of diamonds | Gnoll |\n| Two of diamonds | Kobold |\n| Ace of spades | Lich |\n| King of spades | Priest and two acolytes |\n| Queen of spades | Medusa |\n| Jack of spades | Veteran |\n| Ten of spades | Frost giant |\n| Nine of spades | Troll |\n| Eight of spades | Hobgoblin |\n| Two of spades | Goblin |\n| Ace of clubs | Iron golem |\n| King of clubs | Bandit captain and three bandits |\n| Queen of clubs | Erinyes |\n| Jack of clubs | Berserker |\n| Ten of clubs | Hill giant |\n| Nine of clubs | Ogre |\n| Eight of clubs | Orc |\n| Two of clubs | Kobold |\n| Jokers (2) | You (the deck's owner) |", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "deck-of-many-things", "fields": {"name": "Deck of Many Things", "desc": "Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have only thirteen cards, but the rest have twenty-two.\n\nBefore you draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once.\n\nOnce a card is drawn, it fades from existence. Unless the card is the Fool or the Jester, the card reappears in the deck, making it possible to draw the same card twice.\n\n| Playing Card | Card |\n|--------------------|-------------|\n| Ace of diamonds | Vizier\\* |\n| King of diamonds | Sun |\n| Queen of diamonds | Moon |\n| Jack of diamonds | Star |\n| Two of diamonds | Comet\\* |\n| Ace of hearts | The Fates\\* |\n| King of hearts | Throne |\n| Queen of hearts | Key |\n| Jack of hearts | Knight |\n| Two of hearts | Gem\\* |\n| Ace of clubs | Talons\\* |\n| King of clubs | The Void |\n| Queen of clubs | Flames |\n| Jack of clubs | Skull |\n| Two of clubs | Idiot\\* |\n| Ace of spades | Donjon\\* |\n| King of spades | Ruin |\n| Queen of spades | Euryale |\n| Jack of spades | Rogue |\n| Two of spades | Balance\\* |\n| Joker (with TM) | Fool\\* |\n| Joker (without TM) | Jester |\n\n\\*Found only in a deck with twenty-two cards\n\n**_Balance_**. Your mind suffers a wrenching alteration, causing your alignment to change. Lawful becomes chaotic, good becomes evil, and vice versa. If you are true neutral or unaligned, this card has no effect on you.\n\n**_Comet_**. If you single-handedly defeat the next hostile monster or group of monsters you encounter, you gain experience points enough to gain one level. Otherwise, this card has no effect.\n\n**_Donjon_**. You disappear and become entombed in a state of suspended animation in an extradimensional sphere. Everything you were wearing and carrying stays behind in the space you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can't be located by any divination magic, but a _wish_ spell can reveal the location of your prison. You draw no more cards.\n\n**_Euryale_**. The card's medusa-like visage curses you. You take a -2 penalty on saving throws while cursed in this way. Only a god or the magic of The Fates card can end this curse.\n\n**_The Fates_**. Reality's fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card's magic as soon as you draw the card or at any other time before you die.\n\n**_Flames_**. A powerful devil becomes your enemy. The devil seeks your ruin and plagues your life, savoring your suffering before attempting to slay you. This enmity lasts until either you or the devil dies.\n\n**_Fool_**. You lose 10,000 XP, discard this card, and draw from the deck again, counting both draws as one of your declared draws. If losing that much XP would cause you to lose a level, you instead lose an amount that leaves you with just enough XP to keep your level.\n\n**_Gem_**. Twenty-five pieces of jewelry worth 2,000 gp each or fifty gems worth 1,000 gp each appear at your feet.\n\n**_Idiot_**. Permanently reduce your Intelligence by 1d4 + 1 (to a minimum score of 1). You can draw one additional card beyond your declared draws.\n\n**_Jester_**. You gain 10,000 XP, or you can draw two additional cards beyond your declared draws.\n\n**_Key_**. A rare or rarer magic weapon with which you are proficient appears in your hands. The GM chooses the weapon.\n\n**_Knight_**. You gain the service of a 4th-level fighter who appears in a space you choose within 30 feet of you. The fighter is of the same race as you and serves you loyally until death, believing the fates have drawn him or her to you. You control this character.\n\n**_Moon_**. You are granted the ability to cast the _wish_ spell 1d3 times.\n\n**_Rogue_**. A nonplayer character of the GM's choice becomes hostile toward you. The identity of your new enemy isn't known until the NPC or someone else reveals it. Nothing less than a _wish_ spell or divine intervention can end the NPC's hostility toward you.\n\n**_Ruin_**. All forms of wealth that you carry or own, other than magic items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. Any documentation that proves you should own something lost to this card also disappears.\n\n**_Skull_**. You summon an avatar of death-a ghostly humanoid skeleton clad in a tattered black robe and carrying a spectral scythe. It appears in a space of the GM's choice within 10 feet of you and attacks you, warning all others that you must win the battle alone. The avatar fights until you die or it drops to 0 hit points, whereupon it disappears. If anyone tries to help you, the helper summons its own avatar of death. A creature slain by an avatar of death can't be restored to life.\n\n**_Star_**. Increase one of your ability scores by 2. The score can exceed 20 but can't exceed 24.\n\n**_Sun_**. You gain 50,000 XP, and a wondrous item (which the GM determines randomly) appears in your hands.\n\n**_Talons_**. Every magic item you wear or carry disintegrates. Artifacts in your possession aren't destroyed but do vanish.\n\n**_Throne_**. You gain proficiency in the Persuasion skill, and you double your proficiency bonus on checks made with that skill. In addition, you gain rightful ownership of a small keep somewhere in the world. However, the keep is currently in the hands of monsters, which you must clear out before you can claim the keep as yours.\n\n**_Vizier_**. At any time you choose within one year of drawing this card, you can ask a question in meditation and mentally receive a truthful answer to that question. Besides information, the answer helps you solve a puzzling problem or other dilemma. In other words, the knowledge comes with wisdom on how to apply it.\n\n**_The Void_**. This black card spells disaster. Your soul is drawn from your body and contained in an object in a place of the GM's choice. One or more powerful beings guard the place. While your soul is trapped in this way, your body is incapacitated. A wish spell can't restore your soul, but the spell reveals the location of the object that holds it. You draw no more cards. \n\n", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "legendary", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "defender", "fields": {"name": "Defender", "desc": "You gain a +3 bonus to attack and damage rolls made with this magic weapon.\n\nThe first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.", "document": 32, "page_no": null, "type": "Weapon (any sword)", "rarity": "legendary", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "demon-armor", "fields": {"name": "Demon Armor", "desc": "While wearing this armor, you gain a +1 bonus to AC, and you can understand and speak Abyssal. In addition, the armor's clawed gauntlets turn unarmed strikes with your hands into magic weapons that deal slashing damage, with a +1 bonus to attack rolls and damage rolls and a damage die of 1d8.\n\n**_Curse_**. Once you don this cursed armor, you can't doff it unless you are targeted by the _remove curse_ spell or similar magic. While wearing the armor, you have disadvantage on attack rolls against demons and on saving throws against their spells and special abilities.", "document": 32, "page_no": null, "type": "Armor (plate)", "rarity": "very rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "dimensional-shackles", "fields": {"name": "Dimensional Shackles", "desc": "You can use an action to place these shackles on an incapacitated creature. The shackles adjust to fit a creature of Small to Large size. In addition to serving as mundane manacles, the shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don't prevent the creature from passing through an interdimensional portal.\n\nYou and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a success, the creature breaks free and destroys the shackles.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "dragon-scale-mail", "fields": {"name": "Dragon Scale Mail", "desc": "Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued.\n\nWhile wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to one damage type that is determined by the kind of dragon that provided the scales (see the table).\n\nAdditionally, you can focus your senses as an action to magically discern the distance and direction to the closest dragon within 30 miles of you that is of the same type as the armor. This special action can't be used again until the next dawn.\n\n| Dragon | Resistance |\n|--------|------------|\n| Black | Acid |\n| Blue | Lightning |\n| Brass | Fire |\n| Bronze | Lightning |\n| Copper | Acid |\n| Gold | Fire |\n| Green | Poison |\n| Red | Fire |\n| Silver | Cold |\n| White | Cold |", "document": 32, "page_no": null, "type": "Armor (scale mail)", "rarity": "very rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "dragon-slayer", "fields": {"name": "Dragon Slayer", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon.\n\nWhen you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, \"dragon\" refers to any creature with the dragon type, including dragon turtles and wyverns.", "document": 32, "page_no": null, "type": "Weapon (any sword)", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "dust-of-disappearance", "fields": {"name": "Dust of Disappearance", "desc": "Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "dust-of-dryness", "fields": {"name": "Dust of Dryness", "desc": "This small packet contains 1d6 + 4 pinches of dust. You can use an action to sprinkle a pinch of it over water. The dust turns a cube of water 15 feet on a side into one marble-sized pellet, which floats or rests near where the dust was sprinkled. The pellet's weight is negligible.\n\nSomeone can use an action to smash the pellet against a hard surface, causing the pellet to shatter and release the water the dust absorbed. Doing so ends that pellet's magic.\n\nAn elemental composed mostly of water that is exposed to a pinch of the dust must make a DC 13 Constitution saving throw, taking 10d6 necrotic damage on a failed save, or half as much damage on a successful one.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "dust-of-sneezing-and-choking", "fields": {"name": "Dust of Sneezing and Choking", "desc": "Found in a small container, this powder resembles very fine sand. It appears to be _dust of disappearance_, and an _identify_ spell reveals it to be such. There is enough of it for one use.\n\nWhen you use an action to throw a handful of the dust into the air, you and each creature that needs to breathe within 30 feet of you must succeed on a DC 15 Constitution saving throw or become unable to breathe, while sneezing uncontrollably. A creature affected in this way is incapacitated and suffocating. As long as it is conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on it on a success. The _lesser restoration_ spell can also end the effect on a creature.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "dwarven-plate", "fields": {"name": "Dwarven Plate", "desc": "While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet.", "document": 32, "page_no": null, "type": "Armor (plate)", "rarity": "very rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "dwarven-thrower", "fields": {"name": "Dwarven Thrower", "desc": "You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand.", "document": 32, "page_no": null, "type": "Weapon (warhammer)", "rarity": "very rare", "requires_attunement": "requires attunement by a dwarf", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "efficient-quiver", "fields": {"name": "Efficient Quiver", "desc": "Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears.\n\nYou can draw any item the quiver contains as if doing so from a regular quiver or scabbard.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "efreeti-bottle", "fields": {"name": "Efreeti Bottle", "desc": "This painted brass bottle weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke flows out of the bottle. At the end of your turn, the smoke disappears with a flash of harmless fire, and an efreeti appears in an unoccupied space within 30 feet of you.\n\nThe first time the bottle is opened, the GM rolls to determine what happens.\n\n| d100 | Effect |\n|--------|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|\n| 01-10 | The efreeti attacks you. After fighting for 5 rounds, the efreeti disappears, and the bottle loses its magic. |\n| 11-90 | The efreeti serves you for 1 hour, doing as you command. Then the efreeti returns to the bottle, and a new stopper contains it. The stopper can't be removed for 24 hours. The next two times the bottle is opened, the same effect occurs. If the bottle is opened a fourth time, the efreeti escapes and disappears, and the bottle loses its magic. |\n| 91-100 | The efreeti can cast the wish spell three times for you. It disappears when it grants the final wish or after 1 hour, and the bottle loses its magic. |", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "very rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "elemental-gem", "fields": {"name": "Elemental Gem", "desc": "This gem contains a mote of elemental energy. When you use an action to break the gem, an elemental is summoned as if you had cast the _conjure elemental_ spell, and the gem's magic is lost. The type of gem determines the elemental summoned by the spell.\n\n| Gem | Summoned Elemental |\n|----------------|--------------------|\n| Blue sapphire | Air elemental |\n| Yellow diamond | Earth elemental |\n| Red corundum | Fire elemental |\n| Emerald | Water elemental |", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "elven-chain", "fields": {"name": "Elven Chain", "desc": "You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack proficiency with medium armor.", "document": 32, "page_no": null, "type": "Armor (chain shirt)", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "eversmoking-bottle", "fields": {"name": "Eversmoking Bottle", "desc": "Smoke leaks from the lead-stoppered mouth of this brass bottle, which weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke pours out in a 60-foot radius from the bottle. The cloud's area is heavily obscured. Each minute the bottle remains open and within the cloud, the radius increases by 10 feet until it reaches its maximum radius of 120 feet.\n\nThe cloud persists as long as the bottle is open. Closing the bottle requires you to speak its command word as an action. Once the bottle is closed, the cloud disperses after 10 minutes. A moderate wind (11 to 20 miles per hour) can also disperse the smoke after 1 minute, and a strong wind (21 or more miles per hour) can do so after 1 round.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "eyes-of-charming", "fields": {"name": "Eyes of Charming", "desc": "These crystal lenses fit over the eyes. They have 3 charges. While wearing them, you can expend 1 charge as an action to cast the _charm person_ spell (save DC 13) on a humanoid within 30 feet of you, provided that you and the target can see each other. The lenses regain all expended charges daily at dawn.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "eyes-of-minute-seeing", "fields": {"name": "Eyes of Minute Seeing", "desc": "These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "eyes-of-the-eagle", "fields": {"name": "Eyes of the Eagle", "desc": "These crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "feather-token", "fields": {"name": "Feather Token", "desc": "This tiny object looks like a feather. Different types of feather tokens exist, each with a different single* use effect. The GM chooses the kind of token or determines it randomly.\n\n| d100 | Feather Token |\n|--------|---------------|\n| 01-20 | Anchor |\n| 21-35 | Bird |\n| 36-50 | Fan |\n| 51-65 | Swan boat |\n| 66-90 | Tree |\n| 91-100 | Whip |\n\n**_Anchor_**. You can use an action to touch the token to a boat or ship. For the next 24 hours, the vessel can't be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears.\n\n**_Bird_**. You can use an action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a roc, but it obeys your simple commands and can't attack. It can carry up to 500 pounds while flying at its maximum speed (16 miles an hour for a maximum of 144 miles per day, with a one-hour rest for every 3 hours of flying), or 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 hit points. You can dismiss the bird as an action.\n\n**_Fan_**. If you are on a boat or ship, you can use an action to toss the token up to 10 feet in the air. The token disappears, and a giant flapping fan takes its place. The fan floats and creates a wind strong enough to fill the sails of one ship, increasing its speed by 5 miles per hour for 8 hours. You can dismiss the fan as an action.\n\n**_Swan Boat_**. You can use an action to touch the token to a body of water at least 60 feet in diameter. The token disappears, and a 50-foot-long, 20-foot* wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can use an action while on the boat to command it to move or to turn up to 90 degrees. The boat can carry up to thirty-two Medium or smaller creatures. A Large creature counts as four Medium creatures, while a Huge creature counts as nine. The boat remains for 24 hours and then disappears. You can dismiss the boat as an action.\n\n**_Tree_**. You must be outdoors to use this token. You can use an action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius.\n\n**_Whip_**. You can use an action to throw the token to a point within 10 feet of you. The token disappears, and a floating whip takes its place. You can then use a bonus action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of +9. On a hit, the target takes 1d6 + 5 force damage.\n\nAs a bonus action on your turn, you can direct the whip to fly up to 20 feet and repeat the attack against a creature within 10 feet of it. The whip disappears after 1 hour, when you use an action to dismiss it, or when you are incapacitated or die.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "figurine-of-wondrous-power", "fields": {"name": "Figurine of Wondrous Power", "desc": "A _figurine of wondrous power_ is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\n\nThe creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.\n\nThe creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.\n\n**_Bronze Griffon (Rare)_**. This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it can't be used again until 5 days have passed.\n\n**_Ebony Fly (Rare)_**. This ebony statuette is carved in the likeness of a horsefly. It can become a giant fly for up to 12 hours and can be ridden as a mount. Once it has been used, it can't be used again until 2 days have passed.\n\n> ##### Giant Fly\n> **Armor Class** 11 \n> **Hit Points** 19 (3d10 + 3) \n> **Speed** 30 ft., fly 60 ft.\n>\n> | STR | DEX | CON | INT | WIS | CHA |\n> |---------|---------|---------|--------|---------|--------|\n> | 14 (+2) | 13 (+1) | 13 (+1) | 2 (-4) | 10 (+0) | 3 (-4) |\n>\n> **Senses** darkvision 60 ft., passive Perception 10 \n> **Languages** -\n\n**_Golden Lions (Rare)_**. These gold statuettes of lions are always created in pairs. You can use one figurine or both simultaneously. Each can become a lion for up to 1 hour. Once a lion has been used, it can't be used again until 7 days have passed.\n\n**_Ivory Goats (Rare)_**. These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others. Their properties are as follows:\n\n* The _goat of traveling_ can become a Large goat with the same statistics as a riding horse. It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can't be used again until 7 days have passed, when it regains all its charges.\n* The _goat of travail_ becomes a giant goat for up to 3 hours. Once it has been used, it can't be used again until 30 days have passed.\n* The _goat of terror_ becomes a giant goat for up to 3 hours. The goat can't attack, but you can remove its horns and use them as weapons. One horn becomes a _+1 lance_, and the other becomes a _+2 longsword_. Removing a horn requires an action, and the weapons disappear and the horns return when the goat reverts to figurine form. In addition, the goat radiates a 30-foot-radius aura of terror while you are riding it. Any creature hostile to you that starts its turn in the aura must succeed on a DC 15 Wisdom saving throw or be frightened of the goat for 1 minute, or until the goat reverts to figurine form. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it successfully saves against the effect, a creature is immune to the goat's aura for the next 24 hours. Once the figurine has been used, it can't be used again until 15 days have passed.\n\n**_Marble Elephant (Rare)_**. This marble statuette is about 4 inches high and long. It can become an elephant for up to 24 hours. Once it has been used, it can't be used again until 7 days have passed.\n\n**_Obsidian Steed (Very Rare)_**. This polished obsidian horse can become a nightmare for up to 24 hours. The nightmare fights only to defend itself. Once it has been used, it can't be used again until 5 days have passed.\n\nIf you have a good alignment, the figurine has a 10 percent chance each time you use it to ignore your orders, including a command to revert to figurine form. If you mount the nightmare while it is ignoring your orders, you and the nightmare are instantly transported to a random location on the plane of Hades, where the nightmare reverts to figurine form.\n\n**_Onyx Dog (Rare)_**. This onyx statuette of a dog can become a mastiff for up to 6 hours. The mastiff has an Intelligence of 8 and can speak Common. It also has darkvision out to a range of 60 feet and can see invisible creatures and objects within that range. Once it has been used, it can't be used again until 7 days have passed.\n\n**_Serpentine Owl (Rare)_**. This serpentine statuette of an owl can become a giant owl for up to 8 hours. Once it has been used, it can't be used again until 2 days have passed. The owl can telepathically communicate with you at any range if you and it are on the same plane of existence.\n\n**_Silver Raven (Uncommon)_**. This silver statuette of a raven can become a raven for up to 12 hours. Once it has been used, it can't be used again until 2 days have passed. While in raven form, the figurine allows you to cast the _animal messenger_ spell on it at will.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "rarity by figurine", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "flame-tongue", "fields": {"name": "Flame Tongue", "desc": "You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.", "document": 32, "page_no": null, "type": "Weapon (any sword)", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "folding-boat", "fields": {"name": "Folding Boat", "desc": "This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it.\n\nOne command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably.\n\nThe second command word causes the box to unfold into a ship 24 feet long, 8 feet wide, and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably.\n\nWhen the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat.\n\nThe third command word causes the _folding boat_ to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can't fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "frost-brand", "fields": {"name": "Frost Brand", "desc": "When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage.\n\nIn freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.\n\nWhen you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour.", "document": 32, "page_no": null, "type": "Weapon (any sword)", "rarity": "very rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "gauntlets-of-ogre-power", "fields": {"name": "Gauntlets of Ogre Power", "desc": "Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is already 19 or higher.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "gem-of-brightness", "fields": {"name": "Gem of Brightness", "desc": "This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects:\n\n* The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem.\n* The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n* The third command word expends 5 charges and causes the gem to flare with blinding light in a 30* foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word.\n\nWhen all of the gem's charges are expended, the gem becomes a nonmagical jewel worth 50 gp.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "gem-of-seeing", "fields": {"name": "Gem of Seeing", "desc": "This gem has 3 charges. As an action, you can speak the gem's command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem.\n\nThe gem regains 1d3 expended charges daily at dawn.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "giant-slayer", "fields": {"name": "Giant Slayer", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon.\n\nWhen you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, \"giant\" refers to any creature with the giant type, including ettins and trolls.", "document": 32, "page_no": null, "type": "Weapon (any axe or sword)", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "glamoured-studded-leather", "fields": {"name": "Glamoured Studded Leather", "desc": "While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor's command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor.", "document": 32, "page_no": null, "type": "Armor (studded leather)", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "gloves-of-missile-snaring", "fields": {"name": "Gloves of Missile Snaring", "desc": "These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier, provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "gloves-of-swimming-and-climbing", "fields": {"name": "Gloves of Swimming and Climbing", "desc": "While wearing these gloves, climbing and swimming don't cost you extra movement, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "goggles-of-night", "fields": {"name": "Goggles of Night", "desc": "While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "hammer-of-thunderbolts", "fields": {"name": "Hammer of Thunderbolts", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon.\n\n**_Giant's Bane (Requires Attunement)_**. You must be wearing a _belt of giant strength_ (any variety) and _gauntlets of ogre power_ to attune to this weapon. The attunement ends if you take off either of those items. While you are attuned to this weapon and holding it, your Strength score increases by 4 and can exceed 20, but not 30. When you roll a 20 on an attack roll made with this weapon against a giant, the giant must succeed on a DC 17 Constitution saving throw or die.\n\nThe hammer also has 5 charges. While attuned to it, you can expend 1 charge and make a ranged weapon attack with the hammer, hurling it as if it had the thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the hammer unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it must succeed on a DC 17 Constitution saving throw or be stunned until the end of your next turn. The hammer regains 1d4 + 1 expended charges daily at dawn.", "document": 32, "page_no": null, "type": "Weapon (maul)", "rarity": "legendary", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "handy-haversack", "fields": {"name": "Handy Haversack", "desc": "This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents.\n\nPlacing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top.\n\nThe haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate.\n\nPlacing the haversack inside an extradimensional space created by a _bag of holding_, _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 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.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "hat-of-disguise", "fields": {"name": "Hat of Disguise", "desc": "While wearing this hat, you can use an action to cast the _disguise self_ spell from it at will. The spell ends if the hat is removed.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "headband-of-intellect", "fields": {"name": "Headband of Intellect", "desc": "Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is already 19 or higher.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "helm-of-brilliance", "fields": {"name": "Helm of Brilliance", "desc": "This dazzling helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic.\n\nYou gain the following benefits while wearing it:\n\n* You can use an action to cast one of the following spells (save DC 18), using one of the helm's gems of the specified type as a component: _daylight_ (opal), _fireball_ (fire opal), _prismatic spray_ (diamond), or _wall of fire_ (ruby). The gem is destroyed when the spell is cast and disappears from the helm.\n* As long as it has at least one diamond, the helm emits dim light in a 30-foot radius when at least one undead is within that area. Any undead that starts its turn in that area takes 1d6 radiant damage.\n* As long as the helm has at least one ruby, you have resistance to fire damage.\n* As long as the helm has at least one fire opal, you can use an action and speak a command word to cause one weapon you are holding to burst into flames. The flames emit bright light in a 10-foot radius and dim light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an attack using the blazing weapon, the target takes an extra 1d6 fire damage. The flames last until you use a bonus action to speak the command word again or until you drop or stow the weapon.\n\nRoll a d20 if you are wearing the helm and take fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems. Each creature within 60 feet of the helm other than you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking radiant damage equal to the number of gems in the helm. The helm and its gems are then destroyed.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "very rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "helm-of-comprehending-languages", "fields": {"name": "Helm of Comprehending Languages", "desc": "While wearing this helm, you can use an action to cast the _comprehend languages_ spell from it at will.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "helm-of-telepathy", "fields": {"name": "Helm of Telepathy", "desc": "While wearing this helm, you can use an action to cast the _detect thoughts_ spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply-using a bonus action to do so-while your focus on it continues.\n\nWhile focusing on a creature with _detect thoughts_, you can use an action to cast the _suggestion_ spell (save DC 13) from the helm on that creature. Once used, the _suggestion_ property can't be used again until the next dawn.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "helm-of-teleportation", "fields": {"name": "Helm of Teleportation", "desc": "This helm has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the _teleport_ spell from it. The helm regains 1d3\n\nexpended charges daily at dawn.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "holy-avenger", "fields": {"name": "Holy Avenger", "desc": "You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage.\n\nWhile you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.", "document": 32, "page_no": null, "type": "Weapon (any sword)", "rarity": "legendary", "requires_attunement": "requires attunement by a paladin", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "horn-of-blasting", "fields": {"name": "Horn of Blasting", "desc": "You can use an action to speak the horn's command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn't deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6.\n\nEach use of the horn's magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "horn-of-valhalla", "fields": {"name": "Horn of Valhalla", "desc": "You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.\n\nFour types of _horn of Valhalla_ are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The GM chooses the horn's type or determines it randomly.\n\n| d100 | Horn Type | Berserkers Summoned | Requirement |\n|--------|-----------|---------------------|--------------------------------------|\n| 01-40 | Silver | 2d4 + 2 | None |\n| 41-75 | Brass | 3d4 + 3 | Proficiency with all simple weapons |\n| 76-90 | Bronze | 4d4 + 4 | Proficiency with all medium armor |\n| 91-00 | Iron | 5d4 + 5 | Proficiency with all martial weapons |\n\nIf you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "rare (silver or brass), very rare (bronze) or legendary (iron)", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "horseshoes-of-a-zephyr", "fields": {"name": "Horseshoes of a Zephyr", "desc": "These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they allow the creature to move normally while floating 4 inches above the ground. This effect means the creature can cross or stand above nonsolid or unstable surfaces, such as water or lava. The creature leaves no tracks and ignores difficult terrain. In addition, the creature can move at normal speed for up to 12 hours a day without suffering exhaustion from a forced march.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "very rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "horseshoes-of-speed", "fields": {"name": "Horseshoes of Speed", "desc": "These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they increase the creature's walking speed by 30 feet.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "immovable-rod", "fields": {"name": "Immovable Rod", "desc": "This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.", "document": 32, "page_no": null, "type": "Rod", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "instant-fortress", "fields": {"name": "Instant Fortress", "desc": "You can use an action to place this 1-inch metal cube on the ground and speak its command word. The cube rapidly grows into a fortress that remains until you use an action to speak the command word that dismisses it, which works only if the fortress is empty.\n\nThe fortress is a square tower, 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors, with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you. The door opens only at your command, which you can speak as a bonus action. It is immune to the _knock_ spell and similar magic, such as that of a _chime of opening_.\n\nEach creature in the area where the fortress appears must make a DC 15 Dexterity saving throw, taking 10d10 bludgeoning damage on a failed save, or half as much damage on a successful one. In either case, the creature is pushed to an unoccupied space outside but next to the fortress. Objects in the area that aren't being worn or carried take this damage and are pushed automatically.\n\nThe tower is made of adamantine, and its magic prevents it from being tipped over. The roof, the door, and the walls each have 100 hit points,\n\nimmunity to damage from nonmagical weapons excluding siege weapons, and resistance to all other damage. Only a _wish_ spell can repair the fortress (this use of the spell counts as replicating a spell of 8th level or lower). Each casting of _wish_ causes the roof, the door, or one wall to regain 50 hit points.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "ioun-stone", "fields": {"name": "Ioun Stone", "desc": "An _Ioun stone_ is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of _Ioun stone_ exist, each type a distinct combination of shape and color.\n\nWhen you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.\n\nA stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\n\n**_Absorption (Very Rare)_**. While this pale lavender ellipsoid orbits your head, you can use your reaction to cancel a spell of 4th level or lower cast by a creature you can see and targeting only you.\n\nOnce the stone has canceled 20 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it.\n\n**_Agility (Very Rare)_**. Your Dexterity score increases by 2, to a maximum of 20, while this deep red sphere orbits your head.\n\n**_Awareness (Rare)_**. You can't be surprised while this dark blue rhomboid orbits your head.\n\n**_Fortitude (Very Rare)_**. Your Constitution score increases by 2, to a maximum of 20, while this pink rhomboid orbits your head.\n\n**_Greater Absorption (Legendary)_**. While this marbled lavender and green ellipsoid orbits your head, you can use your reaction to cancel a spell of 8th level or lower cast by a creature you can see and targeting only you.\n\nOnce the stone has canceled 50 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it.\n\n**_Insight (Very Rare)_**. Your Wisdom score increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head.\n\n**_Intellect (Very Rare)_**. Your Intelligence score increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head.\n\n**_Leadership (Very Rare)_**. Your Charisma score increases by 2, to a maximum of 20, while this marbled pink and green sphere orbits your head.\n\n**_Mastery (Legendary)_**. Your proficiency bonus increases by 1 while this pale green prism orbits your head.\n\n**_Protection (Rare)_**. You gain a +1 bonus to AC while this dusty rose prism orbits your head.\n\n**_Regeneration (Legendary)_**. You regain 15 hit points at the end of each hour this pearly white spindle orbits your head, provided that you have at least 1 hit point.\n\n**_Reserve (Rare)_**. This vibrant purple prism stores spells cast into it, holding them until you use them. The stone can store up to 3 levels worth of spells at a time. When found, it contains 1d4 - 1 levels of stored spells chosen by the GM.\n\nAny creature can cast a spell of 1st through 3rd level into the stone by touching it as the spell is cast. The spell has no effect, other than to be stored in the stone. If the stone can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.\n\nWhile this stone orbits your head, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the stone is no longer stored in it, freeing up space.\n\n**_Strength (Very Rare)_**. Your Strength score increases by 2, to a maximum of 20, while this pale blue rhomboid orbits your head.\n\n**_Sustenance (Rare)_**. You don't need to eat or drink while this clear spindle orbits your head.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "varies", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "iron-bands-of-binding", "fields": {"name": "Iron Bands of Binding", "desc": "This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands.\n\nMake a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more.\n\nA creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed.\n\nOnce the bands are used, they can't be used again until the next dawn.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "iron-flask", "fields": {"name": "Iron Flask", "desc": "This iron bottle has a brass stopper. You can use an action to speak the flask's command word, targeting a creature that you can see within 60 feet of you. If the target is native to a plane of existence other than the one you're on, the target must succeed on a DC 17 Wisdom saving throw or be trapped in the flask. If the target has been trapped by the flask before, it has advantage on the saving throw. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn't need to breathe, eat, or drink and doesn't age.\n\nYou can use an action to remove the flask's stopper and release the creature the flask contains. The creature is friendly to you and your companions for 1 hour and obeys your commands for that duration. If you give no commands or give it a command that is likely to result in its death, it defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its normal disposition and alignment.\n\nAn _identify_ spell reveals that a creature is inside the flask, but the only way to determine the type of creature is to open the flask. A newly discovered bottle might already contain a creature chosen by the GM or determined randomly.\n\n| d100 | Contents |\n|-------|-------------------|\n| 1-50 | Empty |\n| 51-54 | Demon (type 1) |\n| 55-58 | Demon (type 2) |\n| 59-62 | Demon (type 3) |\n| 63-64 | Demon (type 4) |\n| 65 | Demon (type 5) |\n| 66 | Demon (type 6) |\n| 67 | Deva |\n| 68-69 | Devil (greater) |\n| 70-73 | Devil (lesser) |\n| 74-75 | Djinni |\n| 76-77 | Efreeti |\n| 78-83 | Elemental (any) |\n| 84-86 | Invisible stalker |\n| 87-90 | Night hag |\n| 91 | Planetar |\n| 92-95 | Salamander |\n| 96 | Solar |\n| 97-99 | Succubus/incubus |\n| 100 | Xorn |", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "legendary", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "javelin-of-lightning", "fields": {"name": "Javelin of Lightning", "desc": "This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.\n\nThe javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.", "document": 32, "page_no": null, "type": "Weapon (javelin)", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "lantern-of-revealing", "fields": {"name": "Lantern of Revealing", "desc": "While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding 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 lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5* foot radius.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "luck-blade", "fields": {"name": "Luck Blade", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws.\n\n**_Luck_**. If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn.\n\n**_Wish_**. The sword has 1d4 - 1 charges. While holding it, you can use an action to expend 1 charge and cast the _wish_ spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges.", "document": 32, "page_no": null, "type": "Weapon (any sword)", "rarity": "legendary", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "mace-of-disruption", "fields": {"name": "Mace of Disruption", "desc": "When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn.\n\nWhile you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.", "document": 32, "page_no": null, "type": "Weapon (mace)", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "mace-of-smiting", "fields": {"name": "Mace of Smiting", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct.\n\nWhen you roll a 20 on an attack roll made with this weapon, the target takes an extra 2d6 bludgeoning damage, or 4d6 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed.", "document": 32, "page_no": null, "type": "Weapon (mace)", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "mace-of-terror", "fields": {"name": "Mace of Terror", "desc": "This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.\n\nThe mace regains 1d3 expended charges daily at dawn.", "document": 32, "page_no": null, "type": "Weapon (mace)", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "mantle-of-spell-resistance", "fields": {"name": "Mantle of Spell Resistance", "desc": "You have advantage on saving throws against spells while you wear this cloak.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "manual-of-bodily-health", "fields": {"name": "Manual of Bodily Health", "desc": "This book contains health and diet tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "very rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "manual-of-gainful-exercise", "fields": {"name": "Manual of Gainful Exercise", "desc": "This book describes fitness exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Strength score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "very rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "manual-of-golems", "fields": {"name": "Manual of Golems", "desc": "This tome contains information and incantations necessary to make a particular type of golem. The GM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a _manual of golems_ and attempts to read it takes 6d6 psychic damage.\n\n| d20 | Golem | Time | Cost |\n|-------|-------|----------|------------|\n| 1-5 | Clay | 30 days | 65,000 gp |\n| 6-17 | Flesh | 60 days | 50,000 gp |\n| 18 | Iron | 120 days | 100,000 gp |\n| 19-20 | Stone | 90 days | 80,000 gp |\n\nTo create a golem, you must spend the time shown on the table, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay the specified cost to purchase supplies.\n\nOnce you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "very rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "manual-of-quickness-of-action", "fields": {"name": "Manual of Quickness of Action", "desc": "This book contains coordination and balance exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Dexterity score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "very rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "marvelous-pigments", "fields": {"name": "Marvelous Pigments", "desc": "Typically found in 1d4 pots inside a fine wooden box with a brush (weighing 1 pound in total), these pigments allow you to create three-dimensional objects by painting them in two dimensions. The paint flows from the brush to form the desired object as you concentrate on its image.\n\nEach pot of paint is sufficient to cover 1,000 square feet of a surface, which lets you create inanimate objects or terrain features-such as a door, a pit, flowers, trees, cells, rooms, or weapons- that are up to 10,000 cubic feet. It takes 10 minutes to cover 100 square feet.\n\nWhen you complete the painting, the object or terrain feature depicted becomes a real, nonmagical object. Thus, painting a door on a wall creates an actual door that can be opened to whatever is beyond. Painting a pit on a floor creates a real pit, and its depth counts against the total area of objects you create.\n\nNothing created by the pigments can have a value greater than 25 gp. If you paint an object of greater value (such as a diamond or a pile of gold), the object looks authentic, but close inspection reveals it is made from paste, bone, or some other worthless material.\n\nIf you paint a form of energy such as fire or lightning, the energy appears but dissipates as soon as you complete the painting, doing no harm to anything.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "very rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "medallion-of-thoughts", "fields": {"name": "Medallion of Thoughts", "desc": "The medallion has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the _detect thoughts_ spell (save DC 13) from it. The medallion regains 1d3 expended charges daily at dawn.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "mirror-of-life-trapping", "fields": {"name": "Mirror of Life Trapping", "desc": "When this 4-foot-tall mirror is viewed indirectly, its surface shows faint images of creatures. The mirror weighs 50 pounds, and it has AC 11, 10 hit points, and vulnerability to bludgeoning damage. It shatters and is destroyed when reduced to 0 hit points.\n\nIf the mirror is hanging on a vertical surface and you are within 5 feet of it, you can use an action to speak its command word and activate it. It remains activated until you use an action to speak the command word again.\n\nAny creature other than you that sees its reflection in the activated mirror while within 30 feet of it must succeed on a DC 15 Charisma saving throw or be trapped, along with anything it is wearing or carrying, in one of the mirror's twelve extradimensional cells. This saving throw is made with advantage if the creature knows the mirror's nature, and constructs succeed on the saving throw automatically.\n\nAn extradimensional cell is an infinite expanse filled with thick fog that reduces visibility to 10 feet. Creatures trapped in the mirror's cells don't age, and they don't need to eat, drink, or sleep. A creature trapped within a cell can escape using magic that permits planar travel. Otherwise, the creature is confined to the cell until freed.\n\nIf the mirror traps a creature but its twelve extradimensional cells are already occupied, the mirror frees one trapped creature at random to accommodate the new prisoner. A freed creature appears in an unoccupied space within sight of the mirror but facing away from it. If the mirror is shattered, all creatures it contains are freed and appear in unoccupied spaces near it.\n\nWhile within 5 feet of the mirror, you can use an action to speak the name of one creature trapped in it or call out a particular cell by number. The creature named or contained in the named cell appears as an image on the mirror's surface. You and the creature can then communicate normally.\n\nIn a similar way, you can use an action to speak a second command word and free one creature trapped in the mirror. The freed creature appears, along with its possessions, in the unoccupied space nearest to the mirror and facing away from it.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "very rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "mithral-armor", "fields": {"name": "Mithral Armor", "desc": "Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.", "document": 32, "page_no": null, "type": "Armor (medium or heavy)", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "necklace-of-adaptation", "fields": {"name": "Necklace of Adaptation", "desc": "While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as _cloudkill_ and _stinking cloud_ effects, inhaled poisons, and the breath weapons of some dragons).", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "necklace-of-fireballs", "fields": {"name": "Necklace of Fireballs", "desc": "This necklace has 1d6 + 3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level _fireball_ spell (save DC 15).\n\nYou can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the _fireball_ by 1 for each bead beyond the first.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "necklace-of-prayer-beads", "fields": {"name": "Necklace of Prayer Beads", "desc": "This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.\n\nSix types of magic beads exist. The GM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn.\n\n| d20 | Bead of... | Spell |\n|-------|--------------|-----------------------------------------------|\n| 1-6 | Blessing | Bless |\n| 7-12 | Curing | Cure wounds (2nd level) or lesser restoration |\n| 13-16 | Favor | Greater restoration |\n| 17-18 | Smiting | Branding smite |\n| 19 | Summons | Planar ally |\n| 20 | Wind walking | Wind walk |", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement by a cleric, druid, or paladin", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "nine-lives-stealer", "fields": {"name": "Nine Lives Stealer", "desc": "You gain a +2 bonus to attack and damage rolls made with this magic weapon.\n\nThe sword has 1d8 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property.", "document": 32, "page_no": null, "type": "Weapon (any sword)", "rarity": "very rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "oathbow", "fields": {"name": "Oathbow", "desc": "When you nock an arrow on this bow, it whispers in Elvish, \"Swift defeat to my enemies.\" When you use this weapon to make a ranged attack, you can, as a command phrase, say, \"Swift death to you who have wronged me.\" The target of your attack becomes your sworn enemy until it dies or until dawn seven days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn.\n\nWhen you make a ranged attack roll with this weapon against your sworn enemy, you have advantage on the roll. In addition, your target gains no benefit from cover, other than total cover, and you suffer no disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 piercing damage.\n\nWhile your sworn enemy lives, you have disadvantage on attack rolls with all other weapons.", "document": 32, "page_no": null, "type": "Weapon (longbow)", "rarity": "very rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "oil-of-etherealness", "fields": {"name": "Oil of Etherealness", "desc": "Beads of this cloudy gray oil form on the outside of its container and quickly evaporate. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the _etherealness_ spell for 1 hour.", "document": 32, "page_no": null, "type": "Potion", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "oil-of-sharpness", "fields": {"name": "Oil of Sharpness", "desc": "This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a +3 bonus to attack and damage rolls.", "document": 32, "page_no": null, "type": "Potion", "rarity": "very rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "oil-of-slipperiness", "fields": {"name": "Oil of Slipperiness", "desc": "This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a _freedom of movement_ spell for 8 hours.\n\nAlternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the _grease_ spell in that area for 8 hours.", "document": 32, "page_no": null, "type": "Potion", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "orb-of-dragonkind", "fields": {"name": "Orb of Dragonkind", "desc": "Ages past, elves and humans waged a terrible war against evil dragons. When the world seemed doomed, powerful wizards came together and worked their greatest magic, forging five _Orbs of Dragonkind_ (or _Dragon Orbs_) to help them defeat the dragons. One orb was taken to each of the five wizard towers, and there they were used to speed the war toward a victorious end. The wizards used the orbs to lure dragons to them, then destroyed the dragons with powerful magic.\n\nAs the wizard towers fell in later ages, the orbs were destroyed or faded into legend, and only three are thought to survive. Their magic has been warped and twisted over the centuries, so although their primary purpose of calling dragons still functions, they also allow some measure of control over dragons.\n\nEach orb contains the essence of an evil dragon, a presence that resents any attempt to coax magic from it. Those lacking in force of personality might find themselves enslaved to an orb.\n\nAn orb is an etched crystal globe about 10 inches in diameter. When used, it grows to about 20 inches in diameter, and mist swirls inside it.\n\nWhile attuned to an orb, you can use an action to peer into the orb's depths and speak its command word. You must then make a DC 15 Charisma check. On a successful check, you control the orb for as long as you remain attuned to it. On a failed check, you become charmed by the orb for as long as you remain attuned to it.\n\nWhile you are charmed by the orb, you can't voluntarily end your attunement to it, and the orb casts _suggestion_ on you at will (save DC 18), urging you to work toward the evil ends it desires. The dragon essence within the orb might want many things: the annihilation of a particular people, freedom from the orb, to spread suffering in the world, to advance the worship of Tiamat, or something else the GM decides.\n\n**_Random Properties_**. An _Orb of Dragonkind_ has the following random properties:\n\n* 2 minor beneficial properties\n* 1 minor detrimental property\n* 1 major detrimental property\n\n**_Spells_**. The orb has 7 charges and regains 1d4 + 3 expended charges daily at dawn. If you control the orb, you can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: _cure wounds_ (5th-level version, 3 charges), _daylight_ (1 charge), _death ward_ (2 charges), or _scrying_ (3 charges).\n\nYou can also use an action to cast the _detect magic_ spell from the orb without using any charges.\n\n**_Call Dragons_**. While you control the orb, you can use an action to cause the artifact to issue a telepathic call that extends in all directions for 40 miles. Evil dragons in range feel compelled to come to the orb as soon as possible by the most direct route. Dragon deities such as Tiamat are unaffected by this call. Dragons drawn to the orb might be hostile toward you for compelling them against their will. Once you have used this property, it can't be used again for 1 hour.\n\n**_Destroying an Orb_**. An _Orb of Dragonkind_ appears fragile but is impervious to most damage, including the attacks and breath weapons of dragons. A _disintegrate_ spell or one good hit from a +3 magic weapon is sufficient to destroy an orb, however.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "artifact", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "pearl-of-power", "fields": {"name": "Pearl of Power", "desc": "While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you use the pearl, it can't be used again until the next dawn.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement by a spellcaster", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "periapt-of-health", "fields": {"name": "Periapt of Health", "desc": "You are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the effects of the disease are suppressed you while you wear the pendant.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "periapt-of-proof-against-poison", "fields": {"name": "Periapt of Proof against Poison", "desc": "This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, poisons have no effect on you. You are immune to the poisoned condition and have immunity to poison damage.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "periapt-of-wound-closure", "fields": {"name": "Periapt of Wound Closure", "desc": "While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "philter-of-love", "fields": {"name": "Philter of Love", "desc": "The next time you see a creature within 10 minutes after drinking this philter, you become charmed by that creature for 1 hour. If the creature is of a species and gender you are normally attracted to, you regard it as your true love while you are charmed. This potion's rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart.", "document": 32, "page_no": null, "type": "Potion", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "pipes-of-haunting", "fields": {"name": "Pipes of Haunting", "desc": "You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren't hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "pipes-of-the-sewers", "fields": {"name": "Pipes of the Sewers", "desc": "You must be proficient with wind instruments to use these pipes. While you are attuned to the pipes, ordinary rats and giant rats are indifferent toward you and will not attack you unless you threaten or harm them.\n\nThe pipes have 3 charges. If you play the pipes as an action, you can use a bonus action to expend 1 to 3 charges, calling forth one swarm of rats with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by the GM). If there aren't enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren't under your control otherwise. The pipes regain 1d3 expended charges daily at dawn.\n\nWhenever a swarm of rats that isn't under another creature's control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check contested by the swarm's Wisdom check. If you lose the contest, the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours. If you win the contest, the swarm is swayed by the pipes' music and becomes friendly to you and your companions for as long as you continue to play the pipes each round as an action. A friendly swarm obeys your commands. If you issue no commands to a friendly swarm, it defends itself but otherwise takes no actions. If a friendly swarm starts its turn and can't hear the pipes' music, your control over that swarm ends, and the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "plate-armor-of-etherealness", "fields": {"name": "Plate Armor of Etherealness", "desc": "While you're wearing this armor, you can speak its command word as an action to gain the effect of the _etherealness_ spell, which last for 10 minutes or until you remove the armor or use an action to speak the command word again. This property of the armor can't be used again until the next dawn.", "document": 32, "page_no": null, "type": "Armor (plate)", "rarity": "legendary", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "portable-hole", "fields": {"name": "Portable Hole", "desc": "This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.\n\nYou can use an action to unfold a _portable hole_ and place it on or against a solid surface, whereupon the _portable hole_ creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can't be used to create open passages. Any creature inside an open _portable hole_ can exit the hole by climbing out of it.\n\nYou can use an action to close a _portable hole_ by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing.\n\nIf the hole is folded up, a creature within the hole's extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the _portable hole_ or the creature carrying it. A breathing creature within a closed _portable hole_ can survive for up to 10 minutes, after which time it begins to suffocate.\n\nPlacing a _portable hole_ 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.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "potion-of-animal-friendship", "fields": {"name": "Potion of Animal Friendship", "desc": "When you drink this potion, you can cast the _animal friendship_ spell (save DC 13) for 1 hour at will. Agitating this muddy liquid brings little bits into view: a fish scale, a hummingbird tongue, a cat claw, or a squirrel hair.", "document": 32, "page_no": null, "type": "Potion", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "potion-of-clairvoyance", "fields": {"name": "Potion of Clairvoyance", "desc": "When you drink this potion, you gain the effect of the _clairvoyance_ spell. An eyeball bobs in this yellowish liquid but vanishes when the potion is opened.", "document": 32, "page_no": null, "type": "Potion", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "potion-of-climbing", "fields": {"name": "Potion of Climbing", "desc": "When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks you make to climb. The potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors.", "document": 32, "page_no": null, "type": "Potion", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "potion-of-diminution", "fields": {"name": "Potion of Diminution", "desc": "When you drink this potion, you gain the \"reduce\" effect of the _enlarge/reduce_ spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails to interrupt this process.", "document": 32, "page_no": null, "type": "Potion", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "potion-of-flying", "fields": {"name": "Potion of Flying", "desc": "When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it.", "document": 32, "page_no": null, "type": "Potion", "rarity": "very rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "potion-of-gaseous-form", "fields": {"name": "Potion of Gaseous Form", "desc": "When you drink this potion, you gain the effect of the _gaseous form_ spell for 1 hour (no concentration required) or until you end the effect as a bonus action. This potion's container seems to hold fog that moves and pours like water.", "document": 32, "page_no": null, "type": "Potion", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "potion-of-giant-strength", "fields": {"name": "Potion of Giant Strength", "desc": "When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or greater than that score.\n\nThis potion's transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type. The _potion of frost giant strength_ and the _potion of stone giant strength_ have the same effect.\n\n| Type of Giant | Strength | Rarity |\n|-------------------|----------|-----------|\n| Hill giant | 21 | Uncommon |\n| Frost/stone giant | 23 | Rare |\n| Fire giant | 25 | Rare |\n| Cloud giant | 27 | Very rare |\n| Storm giant | 29 | Legendary |", "document": 32, "page_no": null, "type": "Potion", "rarity": "varies", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "potion-of-growth", "fields": {"name": "Potion of Growth", "desc": "When you drink this potion, you gain the \"enlarge\" effect of the _enlarge/reduce_ spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process.", "document": 32, "page_no": null, "type": "Potion", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "potion-of-healing", "fields": {"name": "Potion of Healing", "desc": "You regain hit points when you drink this potion. The number of hit points depends on the potion's rarity, as shown in the Potions of Healing table. Whatever its potency, the potion's red liquid glimmers when agitated.\n\n**Potions of Healing (table)**\n\n| Potion of ... | Rarity | HP Regained |\n|------------------|-----------|-------------|\n| Healing | Common | 2d4 + 2 |\n| Greater healing | Uncommon | 4d4 + 4 |\n| Superior healing | Rare | 8d4 + 8 |\n| Supreme healing | Very rare | 10d4 + 20 |", "document": 32, "page_no": null, "type": "Potion", "rarity": "varies", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "potion-of-heroism", "fields": {"name": "Potion of Heroism", "desc": "For 1 hour after drinking it, you gain 10 temporary hit points that last for 1 hour. For the same duration, you are under the effect of the _bless_ spell (no concentration required). This blue potion bubbles and steams as if boiling.", "document": 32, "page_no": null, "type": "Potion", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "potion-of-invisibility", "fields": {"name": "Potion of Invisibility", "desc": "This potion's container looks empty but feels as though it holds liquid. When you drink it, you become invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell.", "document": 32, "page_no": null, "type": "Potion", "rarity": "very rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "potion-of-mind-reading", "fields": {"name": "Potion of Mind Reading", "desc": "When you drink this potion, you gain the effect of the _detect thoughts_ spell (save DC 13). The potion's dense, purple liquid has an ovoid cloud of pink floating in it.", "document": 32, "page_no": null, "type": "Potion", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "potion-of-poison", "fields": {"name": "Potion of Poison", "desc": "This concoction looks, smells, and tastes like a _potion of healing_ or other beneficial potion. However, it is actually poison masked by illusion magic. An _identify_ spell reveals its true nature.\n\nIf you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0.", "document": 32, "page_no": null, "type": "Potion", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "potion-of-resistance", "fields": {"name": "Potion of Resistance", "desc": "When you drink this potion, you gain resistance to one type of damage for 1 hour. The GM chooses the type or determines it randomly from the options below.\n\n| d10 | Damage Type |\n|-----|-------------|\n| 1 | Acid |\n| 2 | Cold |\n| 3 | Fire |\n| 4 | Force |\n| 5 | Lightning |\n| 6 | Necrotic |\n| 7 | Poison |\n| 8 | Psychic |\n| 9 | Radiant |\n| 10 | Thunder |", "document": 32, "page_no": null, "type": "Potion", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "potion-of-speed", "fields": {"name": "Potion of Speed", "desc": "When you drink this potion, you gain the effect of the _haste_ spell for 1 minute (no concentration required). The potion's yellow fluid is streaked with black and swirls on its own.", "document": 32, "page_no": null, "type": "Potion", "rarity": "very rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "potion-of-water-breathing", "fields": {"name": "Potion of Water Breathing", "desc": "You can breathe underwater for 1 hour after drinking this potion. Its cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it.", "document": 32, "page_no": null, "type": "Potion", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "restorative-ointment", "fields": {"name": "Restorative Ointment", "desc": "This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound.\n\nAs an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "ring-of-animal-influence", "fields": {"name": "Ring of Animal Influence", "desc": "This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast one of the following spells:\n\n* _Animal friendship_ (save DC 13)\n* _Fear_ (save DC 13), targeting only beasts that have an Intelligence of 3 or lower\n* _Speak with animals_", "document": 32, "page_no": null, "type": "Ring", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "ring-of-djinni-summoning", "fields": {"name": "Ring of Djinni Summoning", "desc": "While wearing this ring, you can speak its command word as an action to summon a particular djinni from the Elemental Plane of Air. The djinni appears in an unoccupied space you choose within 120 feet of you. It remains as long as you concentrate (as if concentrating on a spell), to a maximum of 1 hour, or until it drops to 0 hit points. It then returns to its home plane.\n\nWhile summoned, the djinni is friendly to you and your companions. It obeys any commands you give it, no matter what language you use. If you fail to command it, the djinni defends itself against attackers but takes no other actions.\n\nAfter the djinni departs, it can't be summoned again for 24 hours, and the ring becomes nonmagical if the djinni dies.", "document": 32, "page_no": null, "type": "Ring", "rarity": "legendary", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "ring-of-elemental-command", "fields": {"name": "Ring of Elemental Command", "desc": "This ring is linked to one of the four Elemental Planes. The GM chooses or randomly determines the linked plane.\n\nWhile wearing this ring, you have advantage on attack rolls against elementals from the linked plane, and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the linked plane.\n\nThe ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17.\n\n**_Ring of Air Elemental Command_**. You can expend 2 of the ring's charges to cast _dominate monster_ on an air elemental. In addition, when you fall, you descend 60 feet per round and take no damage from falling. You can also speak and understand Auran.\n\nIf you help slay an air elemental while attuned to the ring, you gain access to the following additional properties:\n\n* You have resistance to lightning damage.\n* You have a flying speed equal to your walking speed and can hover.\n* You can cast the following spells from the ring, expending the necessary number of charges: _chain lightning_ (3 charges), _gust of wind_ (2 charges), or _wind wall_ (1 charge).\n\n**_Ring of Earth Elemental Command_**. You can expend 2 of the ring's charges to cast _dominate monster_ on an earth elemental. In addition, you can move in difficult terrain that is composed of rubble, rocks, or dirt as if it were normal terrain. You can also speak and understand Terran.\n\nIf you help slay an earth elemental while attuned to the ring, you gain access to the following additional properties:\n\n* You have resistance to acid damage.\n* You can move through solid earth or rock as if those areas were difficult terrain. If you end your turn there, you are shunted out to the nearest unoccupied space you last occupied.\n* You can cast the following spells from the ring, expending the necessary number of charges: _stone shape_ (2 charges), _stoneskin_ (3 charges), or _wall of stone_ (3 charges).\n\n**_Ring of Fire Elemental Command_**. You can expend 2 of the ring's charges to cast _dominate monster_ on a fire elemental. In addition, you have resistance to fire damage. You can also speak and understand Ignan.\n\nIf you help slay a fire elemental while attuned to the ring, you gain access to the following additional properties:\n\n* You are immune to fire damage.\n* You can cast the following spells from the ring, expending the necessary number of charges: _burning hands_ (1 charge), _fireball_ (2 charges), and _wall of fire_ (3 charges).\n\n**_Ring of Water Elemental Command_**. You can expend 2 of the ring's charges to cast _dominate monster_ on a water elemental. In addition, you can stand on and walk across liquid surfaces as if they were solid ground. You can also speak and understand Aquan.\n\nIf you help slay a water elemental while attuned to the ring, you gain access to the following additional properties:\n\n* You can breathe underwater and have a swimming speed equal to your walking speed.\n* You can cast the following spells from the ring, expending the necessary number of charges: _create or destroy water_ (1 charge), _control water_ (3 charges), _ice storm_ (2 charges), or _wall of ice_ (3 charges).", "document": 32, "page_no": null, "type": "Ring", "rarity": "legendary", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "ring-of-evasion", "fields": {"name": "Ring of Evasion", "desc": "This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead.", "document": 32, "page_no": null, "type": "Ring", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "ring-of-feather-falling", "fields": {"name": "Ring of Feather Falling", "desc": "When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling.", "document": 32, "page_no": null, "type": "Ring", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "ring-of-free-action", "fields": {"name": "Ring of Free Action", "desc": "While you wear this ring, difficult terrain doesn't cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained.", "document": 32, "page_no": null, "type": "Ring", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "ring-of-invisibility", "fields": {"name": "Ring of Invisibility", "desc": "While wearing this ring, you can turn invisible as an action. Anything you are wearing or carrying is invisible with you. You remain invisible until the ring is removed, until you attack or cast a spell, or until you use a bonus action to become visible again.", "document": 32, "page_no": null, "type": "Ring", "rarity": "legendary", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "ring-of-jumping", "fields": {"name": "Ring of Jumping", "desc": "While wearing this ring, you can cast the _jump_ spell from it as a bonus action at will, but can target only yourself when you do so.", "document": 32, "page_no": null, "type": "Ring", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "ring-of-mind-shielding", "fields": {"name": "Ring of Mind Shielding", "desc": "While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.\n\nYou can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die.\n\nIf you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication.", "document": 32, "page_no": null, "type": "Ring", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "ring-of-protection", "fields": {"name": "Ring of Protection", "desc": "You gain a +1 bonus to AC and saving throws while wearing this ring.", "document": 32, "page_no": null, "type": "Ring", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "ring-of-regeneration", "fields": {"name": "Ring of Regeneration", "desc": "While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time.", "document": 32, "page_no": null, "type": "Ring", "rarity": "very rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "ring-of-resistance", "fields": {"name": "Ring of Resistance", "desc": "You have resistance to one damage type while wearing this ring. The gem in the ring indicates the type, which the GM chooses or determines randomly.\n\n| d10 | Damage Type | Gem |\n|-----|-------------|------------|\n| 1 | Acid | Pearl |\n| 2 | Cold | Tourmaline |\n| 3 | Fire | Garnet |\n| 4 | Force | Sapphire |\n| 5 | Lightning | Citrine |\n| 6 | Necrotic | Jet |\n| 7 | Poison | Amethyst |\n| 8 | Psychic | Jade |\n| 9 | Radiant | Topaz |\n| 10 | Thunder | Spinel |", "document": 32, "page_no": null, "type": "Ring", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "ring-of-shooting-stars", "fields": {"name": "Ring of Shooting Stars", "desc": "While wearing this ring in dim light or darkness, you can cast _dancing lights_ and _light_ from the ring at will. Casting either spell from the ring requires an action.\n\nThe ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn.\n\n**_Faerie Fire_**. You can expend 1 charge as an action to cast _faerie fire_ from the ring.\n\n**_Ball Lightning_**. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually.\n\nEach sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius.\n\nAs a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created.\n\n| Spheres | Lightning Damage |\n|---------|------------------|\n| 4 | 2d4 |\n| 3 | 2d6 |\n| 2 | 5d4 |\n| 1 | 4d12 |\n\n**_Shooting Stars_**. You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one.", "document": 32, "page_no": null, "type": "Ring", "rarity": "very rare", "requires_attunement": "requires attunement outdoors at night", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "ring-of-spell-storing", "fields": {"name": "Ring of Spell Storing", "desc": "This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 - 1 levels of stored spells chosen by the GM.\n\nAny creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.\n\nWhile wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.", "document": 32, "page_no": null, "type": "Ring", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "ring-of-spell-turning", "fields": {"name": "Ring of Spell Turning", "desc": "While wearing this ring, you have advantage on saving throws against any spell that targets only you (not in an area of effect). In addition, if you roll a 20 for the save and the spell is 7th level or lower, the spell has no effect on you and instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster.", "document": 32, "page_no": null, "type": "Ring", "rarity": "legendary", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "ring-of-swimming", "fields": {"name": "Ring of Swimming", "desc": "You have a swimming speed of 40 feet while wearing this ring.", "document": 32, "page_no": null, "type": "Ring", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "ring-of-telekinesis", "fields": {"name": "Ring of Telekinesis", "desc": "While wearing this ring, you can cast the _telekinesis_ spell at will, but you can target only objects that aren't being worn or carried.", "document": 32, "page_no": null, "type": "Ring", "rarity": "very rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "ring-of-the-ram", "fields": {"name": "Ring of the Ram", "desc": "This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its charges to attack one creature you can see within 60 feet of you. The ring produces a spectral ram's head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you.\n\nAlternatively, you can expend 1 to 3 of the ring's charges as an action to try to break an object you can see within 60 feet of you that isn't being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.", "document": 32, "page_no": null, "type": "Ring", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "ring-of-three-wishes", "fields": {"name": "Ring of Three Wishes", "desc": "While wearing this ring, you can use an action to expend 1 of its 3 charges to cast the _wish_ spell from it. The ring becomes nonmagical when you use the last charge.", "document": 32, "page_no": null, "type": "Ring", "rarity": "legendary", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "ring-of-warmth", "fields": {"name": "Ring of Warmth", "desc": "While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as -50 degrees Fahrenheit.", "document": 32, "page_no": null, "type": "Ring", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "ring-of-water-walking", "fields": {"name": "Ring of Water Walking", "desc": "While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground.", "document": 32, "page_no": null, "type": "Ring", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "ring-of-x-ray-vision", "fields": {"name": "Ring of X-ray Vision", "desc": "While wearing this ring, you can use an action to speak its command word. When you do so, you can see into and through solid matter for 1 minute. This vision has a radius of 30 feet. To you, solid objects within that radius appear transparent and don't prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead.\n\nWhenever you use the ring again before taking a long rest, you must succeed on a DC 15 Constitution saving throw or gain one level of exhaustion.", "document": 32, "page_no": null, "type": "Ring", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "robe-of-eyes", "fields": {"name": "Robe of Eyes", "desc": "This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits:\n\n* The robe lets you see in all directions, and you have advantage on Wisdom (Perception) checks that rely on sight.\n* You have darkvision out to a range of 120 feet.\n* You can see invisible creatures and objects, as well as see into the Ethereal Plane, out to a range of 120 feet.\n\nThe eyes on the robe can't be closed or averted. Although you can close or avert your own eyes, you are never considered to be doing so while wearing this robe.\n\nA _light_ spell cast on the robe or a _daylight_ spell cast within 5 feet of the robe causes you to be blinded for 1 minute. At the end of each of your turns, you can make a Constitution saving throw (DC 11 for _light_ or DC 15 for _daylight_), ending the blindness on a success.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "robe-of-scintillating-colors", "fields": {"name": "Robe of Scintillating Colors", "desc": "This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on attack rolls against you. In addition, any creature in the bright light that can see you when the robe's power is activated must succeed on a DC 15 Wisdom saving throw or become stunned until the effect ends.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "very rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "robe-of-stars", "fields": {"name": "Robe of Stars", "desc": "This black or dark blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it.\n\nSix stars, located on the robe's upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast _magic missile_ as a 5th-level spell. Daily at dusk, 1d6 removed stars reappear on the robe.\n\nWhile you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "very rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "robe-of-the-archmagi", "fields": {"name": "Robe of the Archmagi", "desc": "This elegant garment is made from exquisite cloth of white, gray, or black and adorned with silvery runes. The robe's color corresponds to the alignment for which the item was created. A white robe was made for good, gray for neutral, and black for evil. You can't attune to a _robe of the archmagi_ that doesn't correspond to your alignment.\n\nYou gain these benefits while wearing the robe:\n\n* If you aren't wearing armor, your base Armor Class is 15 + your Dexterity modifier.\n* You have advantage on saving throws against spells and other magical effects.\n* Your spell save DC and spell attack bonus each increase by 2.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "legendary", "requires_attunement": "requires attunement by a sorcerer, warlock, or wizard", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "robe-of-useful-items", "fields": {"name": "Robe of Useful Items", "desc": "This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment.\n\nThe robe has two of each of the following patches:\n\n* Dagger\n* Bullseye lantern (filled and lit)\n* Steel mirror\n* 10-foot pole\n* Hempen rope (50 feet, coiled)\n* Sack\n\nIn addition, the robe has 4d4 other patches. The GM chooses the patches or determines them randomly.\n\n| d100 | Patch |\n|--------|---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|\n| 01-08 | Bag of 100 gp |\n| 09-15 | Silver coffer (1 foot long, 6 inches wide and deep) worth 500 gp |\n| 16-22 | Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself |\n| 23-30 | 10 gems worth 100 gp each |\n| 31-44 | Wooden ladder (24 feet long) |\n| 45-51 | A riding horse with saddle bags |\n| 52-59 | Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you |\n| 60-68 | 4 potions of healing |\n| 69-75 | Rowboat (12 feet long) |\n| 76-83 | Spell scroll containing one spell of 1st to 3rd level |\n| 84-90 | 2 mastiffs |\n| 91-96 | Window (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach |\n| 97-100 | Portable ram |", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "rod-of-absorption", "fields": {"name": "Rod of Absorption", "desc": "While holding this rod, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect. The absorbed spell's effect is canceled, and the spell's energy-not the spell itself-is stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can't absorb more. If you are targeted by a spell that the rod can't store, the rod has no effect on that spell.\n\nWhen you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored.\n\nIf you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of 5th level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot.\n\nA newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical.", "document": 32, "page_no": null, "type": "Rod", "rarity": "very rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "rod-of-alertness", "fields": {"name": "Rod of Alertness", "desc": "This rod has a flanged head and the following properties.\n\n**_Alertness_**. While holding the rod, you have advantage on Wisdom (Perception) checks and on rolls for initiative.\n\n**_Spells_**. While holding the rod, you can use an action to cast one of the following spells from it: _detect evil and good_, _detect magic_, _detect poison and disease_, or _see invisibility._\n\n**_Protective Aura_**. As an action, you can plant the haft end of the rod in the ground, whereupon the rod's head sheds bright light in a 60-foot radius and dim light for an additional 60 feet. While in that bright light, you and any creature that is friendly to you gain a +1 bonus to AC and saving throws and can sense the location of any invisible hostile creature that is also in the bright light.\n\nThe rod's head stops glowing and the effect ends after 10 minutes, or when a creature uses an action to pull the rod from the ground. This property can't be used again until the next dawn.", "document": 32, "page_no": null, "type": "Rod", "rarity": "very rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "rod-of-lordly-might", "fields": {"name": "Rod of Lordly Might", "desc": "This rod has a flanged head, and it functions as a magic mace that grants a +3 bonus to attack and damage rolls made with it. The rod has properties associated with six different buttons that are set in a row along the haft. It has three other properties as well, detailed below.\n\n**_Six Buttons_**. You can press one of the rod's six buttons as a bonus action. A button's effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form.\n\nIf you press **button 1**, the rod becomes a _flame tongue_, as a fiery blade sprouts from the end opposite the rod's flanged head.\n\nIf you press **button 2**, the rod's flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic battleaxe that grants a +3 bonus to attack and damage rolls made with it.\n\nIf you press **button 3**, the rod's flanged head folds down, a spear point springs from the rod's tip, and the rod's handle lengthens into a 6-foot haft, transforming the rod into a magic spear that grants a +3 bonus to attack and damage rolls made with it.\n\nIf you press **button 4**, the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form.\n\nIf you press **button 5**, the rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength checks made to break through doors, barricades, and other barriers.\n\nIf you press **button 6**, the rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or your height above it.\n\n**_Drain Life_**. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failure, the target takes an extra 4d6 necrotic damage, and you regain a number of hit points equal to half that necrotic damage. This property can't be used again until the next dawn.\n\n**_Paralyze_**. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Strength saving throw. On a failure, the target is paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. This property can't be used again until the next dawn.\n\n**_Terrify_**. While holding the rod, you can use an action to force each creature you can see within 30 feet of you to make a DC 17 Wisdom saving throw. On a failure, a target is frightened of you for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property can't be used again until the next dawn.", "document": 32, "page_no": null, "type": "Rod", "rarity": "legendary", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "rod-of-rulership", "fields": {"name": "Rod of Rulership", "desc": "You can use an action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of you. Each target must succeed on a DC 15 Wisdom saving throw or be charmed by you for 8 hours. While charmed in this way, the creature regards you as its trusted leader. If harmed by you or your companions, or commanded to do something contrary to its nature, a target ceases to be charmed in this way. The rod can't be used again until the next dawn.", "document": 32, "page_no": null, "type": "Rod", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "rod-of-security", "fields": {"name": "Rod of Security", "desc": "While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space.\n\nFor each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don't age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down).\n\nWhen the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can't be used again until ten days have passed.", "document": 32, "page_no": null, "type": "Rod", "rarity": "very rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "rope-of-climbing", "fields": {"name": "Rope of Climbing", "desc": "This 60-foot length of silk rope weighs 3 pounds and can hold up to 3,000 pounds. If you hold one end of the rope and use an action to speak the command word, the rope animates. As a bonus action, you can command the other end to move toward a destination you choose. That end moves 10 feet on your turn when you first command it and 10 feet on each of your turns until reaching its destination, up to its maximum length away, or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying.\n\nIf you tell the rope to knot, large knots appear at 1* foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants advantage on checks made to climb it.\n\nThe rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "rope-of-entanglement", "fields": {"name": "Rope of Entanglement", "desc": "This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained.\n\nYou can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target's choice). On a success, the creature is no longer restrained by the rope.\n\nThe rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "scarab-of-protection", "fields": {"name": "Scarab of Protection", "desc": "If you hold this beetle-shaped medallion in your hand for 1 round, an inscription appears on its surface revealing its magical nature. It provides two benefits while it is on your person:\n\n* You have advantage on saving throws against spells.\n* The scarab has 12 charges. If you fail a saving throw against a necromancy spell or a harmful effect originating from an undead creature, you can use your reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and is destroyed when its last charge is expended.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "legendary", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "scimitar-of-speed", "fields": {"name": "Scimitar of Speed", "desc": "You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns.", "document": 32, "page_no": null, "type": "Weapon (scimitar)", "rarity": "very rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "shield-of-missile-attraction", "fields": {"name": "Shield of Missile Attraction", "desc": "While holding this shield, you have resistance to damage from ranged weapon attacks.\n\n**_Curse_**. This shield is cursed. Attuning to it curses you until you are targeted by the _remove curse_ spell or similar magic. Removing the shield fails to end the curse on you. Whenever a ranged weapon attack is made against a target within 10 feet of you, the curse causes you to become the target instead.", "document": 32, "page_no": null, "type": "Armor (shield)", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "slippers-of-spider-climbing", "fields": {"name": "Slippers of Spider Climbing", "desc": "While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "sovereign-glue", "fields": {"name": "Sovereign Glue", "desc": "This viscous, milky-white substance can form a permanent adhesive bond between any two objects. It must be stored in a jar or flask that has been coated inside with _oil of slipperiness._ When found, a container contains 1d6 + 1 ounces.\n\nOne ounce of the glue can cover a 1-foot square surface. The glue takes 1 minute to set. Once it has done so, the bond it creates can be broken only by the application of _universal solvent_ or _oil of etherealness_, or with a _wish_ spell.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "legendary", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "spell-scroll", "fields": {"name": "Spell Scroll", "desc": "A _spell scroll_ bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.\n\nIf the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.\n\nThe level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table.\n\n**Spell Scroll (table)**\n\n| Spell Level | Rarity | Save DC | Attack Bonus |\n|-------------|-----------|---------|--------------|\n| Cantrip | Common | 13 | +5 |\n| 1st | Common | 13 | +5 |\n| 2nd | Uncommon | 13 | +5 |\n| 3rd | Uncommon | 15 | +7 |\n| 4th | Rare | 15 | +7 |\n| 5th | Rare | 17 | +9 |\n| 6th | Very rare | 17 | +9 |\n| 7th | Very rare | 18 | +10 |\n| 8th | Very rare | 18 | +10 |\n| 9th | Legendary | 19 | +11 |\n\nA wizard spell on a _spell scroll_ can be copied just as spells in spellbooks can be copied. When a spell is copied from a the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the _spell scroll_ is destroyed.", "document": 32, "page_no": null, "type": "Scroll", "rarity": "varies", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "spellguard-shield", "fields": {"name": "Spellguard Shield", "desc": "While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you.", "document": 32, "page_no": null, "type": "Armor (shield)", "rarity": "very rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "sphere-of-annihilation", "fields": {"name": "Sphere of Annihilation", "desc": "This 2-foot-diameter black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it.\n\nThe sphere obliterates all matter it passes through and all matter that passes through it. Artifacts are the exception. Unless an artifact is susceptible to damage from a _sphere of annihilation_, it passes through the sphere unscathed. Anything else that touches the sphere but isn't wholly engulfed and obliterated by it takes 4d10 force damage.\n\nThe sphere is stationary until someone controls it. If you are within 60 feet of an uncontrolled sphere, you can use an action to make a DC 25 Intelligence (Arcana) check. On a success, the sphere levitates in one direction of your choice, up to a number of feet equal to 5 \u00d7 your Intelligence modifier (minimum 5 feet). On a failure, the sphere moves 10 feet toward you. A creature whose space the sphere enters must succeed on a DC 13 Dexterity saving throw or be touched by it, taking 4d10 force damage.\n\nIf you attempt to control a sphere that is under another creature's control, you make an Intelligence (Arcana) check contested by the other creature's Intelligence (Arcana) check. The winner of the contest gains control of the sphere and can levitate it as normal.\n\nIf the sphere comes into contact with a planar portal, such as that created by the _gate_ spell, or an extradimensional space, such as that within a _portable hole_, the GM determines randomly what happens, using the following table.\n\n| d100 | Result |\n|--------|------------------------------------------------------------------------------------------------------------------------------------|\n| 01-50 | The sphere is destroyed. |\n| 51-85 | The sphere moves through the portal or into the extradimensional space. |\n| 86-00 | A spatial rift sends each creature and object within 180 feet of the sphere, including the sphere, to a random plane of existence. |", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "legendary", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "staff-of-charming", "fields": {"name": "Staff of Charming", "desc": "While holding this staff, you can use an action to expend 1 of its 10 charges to cast _charm person_, _command_, _or comprehend languages_ from it using your spell save DC. The staff can also be used as a magic quarterstaff.\n\nIf you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can't use this property of the staff again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the staff's intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell.\n\nThe staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.", "document": 32, "page_no": null, "type": "Staff", "rarity": "rare", "requires_attunement": "requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "staff-of-fire", "fields": {"name": "Staff of Fire", "desc": "You have resistance to fire damage while you hold this staff.\n\nThe staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: _burning hands_ (1 charge), _fireball_ (3 charges), or _wall of fire_ (4 charges).\n\nThe staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff blackens, crumbles into cinders, and is destroyed.", "document": 32, "page_no": null, "type": "Staff", "rarity": "very rare", "requires_attunement": "requires attunement by a druid, sorcerer, warlock, or wizard", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "staff-of-frost", "fields": {"name": "Staff of Frost", "desc": "You have resistance to cold damage while you hold this staff.\n\nThe staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: _cone of cold_ (5 charges), _fog cloud_ (1 charge), _ice storm_ (4 charges), or _wall of ice_ (4 charges).\n\nThe staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns to water and is destroyed.", "document": 32, "page_no": null, "type": "Staff", "rarity": "very rare", "requires_attunement": "requires attunement by a druid, sorcerer, warlock, or wizard", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "staff-of-healing", "fields": {"name": "Staff of Healing", "desc": "This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: _cure wounds_ (1 charge per spell level, up to 4th), _lesser restoration_ (2 charges), or _mass cure wounds_ (5 charges).\n\nThe staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever.", "document": 32, "page_no": null, "type": "Staff", "rarity": "rare", "requires_attunement": "requires attunement by a bard, cleric, or druid", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "staff-of-power", "fields": {"name": "Staff of Power", "desc": "This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.\n\nThe staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges.\n\n**_Power Strike_**. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.\n\n**_Spells_**. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: _cone of cold_ (5 charges), _fireball_ (5th-level version, 5 charges), _globe of invulnerability_ (6 charges), _hold monster_ (5 charges), _levitate_ (2 charges), _lightning bolt_ (5th-level version, 5 charges), _magic missile_ (1 charge), _ray of enfeeblement_ (1 charge), or _wall of force_ (5 charges).\n\n**_Retributive Strike_**. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.\n\nYou have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 \u00d7 the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.\n\n| Distance from Origin | Damage |\n|-----------------------|----------------------------------------|\n| 10 ft. away or closer | 8 \u00d7 the number of charges in the staff |\n| 11 to 20 ft. away | 6 \u00d7 the number of charges in the staff |\n| 21 to 30 ft. away | 4 \u00d7 the number of charges in the staff |", "document": 32, "page_no": null, "type": "Staff", "rarity": "very rare", "requires_attunement": "requires attunement by a sorcerer, warlock, or wizard", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "staff-of-striking", "fields": {"name": "Staff of Striking", "desc": "This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it.\n\nThe staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 force damage. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.", "document": 32, "page_no": null, "type": "Staff", "rarity": "very rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "staff-of-swarming-insects", "fields": {"name": "Staff of Swarming Insects", "desc": "This staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a swarm of insects consumes and destroys the staff, then disperses.\n\n**_Spells_**. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC: _giant insect_ (4 charges) or _insect plague_ (5 charges).\n\n**_Insect Cloud_**. While holding the staff, you can use an action and expend 1 charge to cause a swarm of harmless flying insects to spread out in a 30-foot radius from you. The insects remain for 10 minutes, making the area heavily obscured for creatures other than you. The swarm moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the swarm and ends the effect.", "document": 32, "page_no": null, "type": "Staff", "rarity": "very rare", "requires_attunement": "requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "staff-of-the-magi", "fields": {"name": "Staff of the Magi", "desc": "This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls.\n\nThe staff has 50 charges for the following properties. It regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12 + 1 charges.\n\n**_Spell Absorption_**. While holding the staff, you have advantage on saving throws against spells. In addition, you can use your reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell's level. However, if doing so brings the staff's total number of charges above 50, the staff explodes as if you activated its retributive strike (see below).\n\n**_Spells_**. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: _conjure elemental_ (7 charges), _dispel magic_ (3 charges), _fireball_ (7th-level version, 7 charges), _flaming sphere_ (2 charges), _ice storm_ (4 charges), _invisibility_ (2 charges), _knock_ (2 charges), _lightning bolt_ (7th-level version, 7 charges), _passwall_ (5 charges), _plane shift_ (7 charges), _telekinesis_ (5 charges), _wall of fire_ (4 charges), or _web_ (2 charges).\n\nYou can also use an action to cast one of the following spells from the staff without using any charges: _arcane lock_, _detect magic_, _enlarge/reduce_, _light_, _mage hand_, or _protection from evil and good._\n\n**_Retributive Strike_**. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.\n\nYou have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 \u00d7 the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.\n\n| Distance from Origin | Damage |\n|-----------------------|----------------------------------------|\n| 10 ft. away or closer | 8 \u00d7 the number of charges in the staff |\n| 11 to 20 ft. away | 6 \u00d7 the number of charges in the staff |\n| 21 to 30 ft. away | 4 \u00d7 the number of charges in the staff |", "document": 32, "page_no": null, "type": "Staff", "rarity": "legendary", "requires_attunement": "requires attunement by a sorcerer, warlock, or wizard", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "staff-of-the-python", "fields": {"name": "Staff of the Python", "desc": "You can use an action to speak this staff's command word and throw the staff on the ground within 10 feet of you. The staff becomes a giant constrictor snake under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake.\n\nOn your turn, you can mentally command the snake if it is within 60 feet of you and you aren't incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location.\n\nIf the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them.", "document": 32, "page_no": null, "type": "Staff", "rarity": "very rare", "requires_attunement": "requires attunement by a cleric, druid, or warlock", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "staff-of-the-woodlands", "fields": {"name": "Staff of the Woodlands", "desc": "This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls.\n\nThe staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff.\n\n**_Spells_**. You can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC: _animal friendship_ (1 charge), _awaken_ (5 charges), _barkskin_ (2 charges), _locate animals or plants_ (2 charges), _speak with animals_ (1 charge), _speak with plants_ (3 charges), or _wall of thorns_ (6 charges).\n\nYou can also use an action to cast the _pass without trace_ spell from the staff without using any charges. **_Tree Form_**. You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius.\n\nThe tree appears ordinary but radiates a faint aura of transmutation magic if targeted by _detect magic_. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff.", "document": 32, "page_no": null, "type": "Staff", "rarity": "rare", "requires_attunement": "requires attunement by a druid", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "staff-of-thunder-and-lightning", "fields": {"name": "Staff of Thunder and Lightning", "desc": "This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. It also has the following additional properties. When one of these properties is used, it can't be used again until the next dawn.\n\n**_Lightning_**. When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 lightning damage.\n\n**_Thunder_**. When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Constitution saving throw or become stunned until the end of your next turn.\n\n**_Lightning Strike_**. You can use an action to cause a bolt of lightning to leap from the staff's tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one.\n\n**_Thunderclap_**. You can use an action to cause the staff to issue a deafening thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 1 minute. On a successful save, a creature takes half damage and isn't deafened.\n\n**_Thunder and Lightning_**. You can use an action to use the Lightning Strike and Thunderclap properties at the same time. Doing so doesn't expend the daily use of those properties, only the use of this one.", "document": 32, "page_no": null, "type": "Staff", "rarity": "very rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "staff-of-withering", "fields": {"name": "Staff of Withering", "desc": "This staff has 3 charges and regains 1d3 expended charges daily at dawn.\n\nThe staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution.", "document": 32, "page_no": null, "type": "Staff", "rarity": "rare", "requires_attunement": "requires attunement by a cleric, druid, or warlock", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "stone-of-controlling-earth-elementals", "fields": {"name": "Stone of Controlling Earth Elementals", "desc": "If the stone is touching the ground, you can use an action to speak its command word and summon an earth elemental, as if you had cast the _conjure elemental_ spell. The stone can't be used this way again until the next dawn. The stone weighs 5 pounds.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "stone-of-good-luck-luckstone", "fields": {"name": "Stone of Good Luck (Luckstone)", "desc": "While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "sun-blade", "fields": {"name": "Sun Blade", "desc": "This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the _sun blade_.\n\nYou gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage.\n\nThe sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.", "document": 32, "page_no": null, "type": "Weapon (longsword)", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "sword-of-life-stealing", "fields": {"name": "Sword of Life Stealing", "desc": "When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 3d6 necrotic damage, provided that the target isn't a construct or an undead. You gain temporary hit points equal to the extra damage dealt.", "document": 32, "page_no": null, "type": "Weapon (any sword)", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "sword-of-sharpness", "fields": {"name": "Sword of Sharpness", "desc": "When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.\n\nWhen you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 4d6 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead.\n\nIn addition, you can speak the sword's command word to cause the blade to shed bright light in a 10* foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light.", "document": 32, "page_no": null, "type": "Weapon (any sword that deals slashing damage)", "rarity": "very rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "sword-of-wounding", "fields": {"name": "Sword of Wounding", "desc": "Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.\n\nOnce per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.", "document": 32, "page_no": null, "type": "Weapon (any sword)", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "talisman-of-pure-good", "fields": {"name": "Talisman of Pure Good", "desc": "This talisman is a mighty symbol of goodness. A creature that is neither good nor evil in alignment takes 6d6 radiant damage upon touching the talisman. An evil creature takes 8d6 radiant damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman.\n\nIf you are a good cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it.\n\nThe talisman has 7 charges. If you are wearing or holding it, you can use an action to expend 1 charge from it and choose one creature you can see on the ground within 120 feet of you. If the target is of evil alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman disperses into motes of golden light and is destroyed.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "legendary", "requires_attunement": "requires attunement by a creature of good alignment", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "talisman-of-the-sphere", "fields": {"name": "Talisman of the Sphere", "desc": "When you make an Intelligence (Arcana) check to control a _sphere of annihilation_ while you are holding this talisman, you double your proficiency bonus on the check. In addition, when you start your turn with control over a _sphere of annihilation_, you can use an action to levitate it 10 feet plus a number of additional feet equal to 10 \u00d7 your Intelligence modifier.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "legendary", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "talisman-of-ultimate-evil", "fields": {"name": "Talisman of Ultimate Evil", "desc": "This item symbolizes unrepentant evil. A creature that is neither good nor evil in alignment takes 6d6 necrotic damage upon touching the talisman. A good creature takes 8d6 necrotic damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman.\n\nIf you are an evil cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it.\n\nThe talisman has 6 charges. If you are wearing or holding it, you can use an action to expend 1 charge from the talisman and choose one creature you can see on the ground within 120 feet of you. If the target is of good alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman dissolves into foul-smelling slime and is destroyed.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "legendary", "requires_attunement": "requires attunement by a creature of evil alignment", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "tome-of-clear-thought", "fields": {"name": "Tome of Clear Thought", "desc": "This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "very rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "tome-of-leadership-and-influence", "fields": {"name": "Tome of Leadership and Influence", "desc": "This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "very rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "tome-of-understanding", "fields": {"name": "Tome of Understanding", "desc": "This book contains intuition and insight exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Wisdom score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "very rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "trident-of-fish-command", "fields": {"name": "Trident of Fish Command", "desc": "This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast _dominate beast_ (save DC 15) from it on a beast that has an innate swimming speed. The trident regains 1d3 expended charges daily at dawn.", "document": 32, "page_no": null, "type": "Weapon (trident)", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "universal-solvent", "fields": {"name": "Universal Solvent", "desc": "This tube holds milky liquid with a strong alcohol smell. You can use an action to pour the contents of the tube onto a surface within reach. The liquid instantly dissolves up to 1 square foot of adhesive it touches, including _sovereign glue._", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "legendary", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "vicious-weapon", "fields": {"name": "Vicious Weapon", "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", "document": 32, "page_no": null, "type": "Weapon (any)", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "vorpal-sword", "fields": {"name": "Vorpal Sword", "desc": "You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.\n\nWhen you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.", "document": 32, "page_no": null, "type": "Weapon (any sword that deals slashing damage)", "rarity": "legendary", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "wand-of-binding", "fields": {"name": "Wand of Binding", "desc": "This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.\n\n**_Spells_**. While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): _hold monster_ (5 charges) or _hold person_ (2 charges).\n\n**_Assisted Escape_**. While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple.", "document": 32, "page_no": null, "type": "Wand", "rarity": "rare", "requires_attunement": "requires attunement by a spellcaster", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "wand-of-enemy-detection", "fields": {"name": "Wand of Enemy Detection", "desc": "This wand has 7 charges. While holding it, you can use an action and expend 1 charge to speak its command word. For the next minute, you know the direction of the nearest creature hostile to you within 60 feet, but not its distance from you. The wand can sense the presence of hostile creatures that are ethereal, invisible, disguised, or hidden, as well as those in plain sight. The effect ends if you stop holding the wand.\n\nThe wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.", "document": 32, "page_no": null, "type": "Wand", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "wand-of-fear", "fields": {"name": "Wand of Fear", "desc": "This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.\n\n**_Command_**. While holding the wand, you can use an action to expend 1 charge and command another creature to flee or grovel, as with the _command_ spell (save DC 15).\n\n**_Cone of Fear_**. While holding the wand, you can use an action to expend 2 charges, causing the wand's tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.", "document": 32, "page_no": null, "type": "Wand", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "wand-of-fireballs", "fields": {"name": "Wand of Fireballs", "desc": "This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the _fireball_ spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.\n\nThe wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.", "document": 32, "page_no": null, "type": "Wand", "rarity": "rare", "requires_attunement": "requires attunement by a spellcaster", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "wand-of-lightning-bolts", "fields": {"name": "Wand of Lightning Bolts", "desc": "This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the _lightning bolt_ spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.\n\nThe wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.", "document": 32, "page_no": null, "type": "Wand", "rarity": "rare", "requires_attunement": "requires attunement by a spellcaster", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "wand-of-magic-detection", "fields": {"name": "Wand of Magic Detection", "desc": "This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the _detect magic_ spell from it. The wand regains 1d3 expended charges daily at dawn.", "document": 32, "page_no": null, "type": "Wand", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "wand-of-magic-missiles", "fields": {"name": "Wand of Magic Missiles", "desc": "This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the _magic missile_ spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.\n\nThe wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.", "document": 32, "page_no": null, "type": "Wand", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "wand-of-paralysis", "fields": {"name": "Wand of Paralysis", "desc": "This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of you. The target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. At the end of each of the target's turns, it can repeat the saving throw, ending the effect on itself on a success.\n\nThe wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.", "document": 32, "page_no": null, "type": "Wand", "rarity": "rare", "requires_attunement": "requires attunement by a spellcaster", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "wand-of-polymorph", "fields": {"name": "Wand of Polymorph", "desc": "This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the _polymorph_ spell (save DC 15) from it.\n\nThe wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.", "document": 32, "page_no": null, "type": "Wand", "rarity": "very rare", "requires_attunement": "requires attunement by a spellcaster", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "wand-of-secrets", "fields": {"name": "Wand of Secrets", "desc": "The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn.", "document": 32, "page_no": null, "type": "Wand", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "wand-of-the-war-mage-1-2-or-3", "fields": {"name": "Wand of the War Mage, +1, +2, or +3", "desc": "While holding this wand, you gain a bonus to spell attack rolls determined by the wand's rarity. In addition, you ignore half cover when making a spell attack.", "document": 32, "page_no": null, "type": "Wand", "rarity": "uncommon (+1), rare (+2), or very rare (+3)", "requires_attunement": "requires attunement by a spellcaster", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "wand-of-web", "fields": {"name": "Wand of Web", "desc": "This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the _web_ spell (save DC 15) from it.\n\nThe wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.", "document": 32, "page_no": null, "type": "Wand", "rarity": "uncommon", "requires_attunement": "requires attunement by a spellcaster", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "wand-of-wonder", "fields": {"name": "Wand of Wonder", "desc": "This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens.\n\nIf the effect causes you to cast a spell from the wand, the spell's save DC is 15. If the spell normally has a range expressed in feet, its range becomes 120 feet if it isn't already.\n\nIf an effect covers an area, you must center the spell on and include the target. If an effect has multiple possible subjects, the GM randomly determines which ones are affected.\n\nThe wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into dust and is destroyed.\n\n| d100 | Effect |\n|--------|----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|\n| 01-05 | You cast slow. 06-10 You cast faerie fire. |\n| 11-15 | You are stunned until the start of your next turn, believing something awesome just happened. 16-20 You cast gust of wind. |\n| 21-25 | You cast detect thoughts on the target you chose. If you didn't target a creature, you instead take 1d6 psychic damage. |\n| 26-30 | You cast stinking cloud. |\n| 31-33 | Heavy rain falls in a 60-foot radius centered on the target. The area becomes lightly obscured. The rain falls until the start of your next turn. |\n| 34-36 | An animal appears in the unoccupied space nearest the target. The animal isn't under your control and acts as it normally would. Roll a d100 to determine which animal appears. On a 01-25, a rhinoceros appears; on a 26-50, an elephant appears; and on a 51-100, a rat appears. |\n| 37-46 | You cast lightning bolt. |\n| 47-49 | A cloud of 600 oversized butterflies fills a 30-foot radius centered on the target. The area becomes heavily obscured. The butterflies remain for 10 minutes. |\n| 50-53 | You enlarge the target as if you had cast enlarge/reduce. If the target can't be affected by that spell, or if you didn't target a creature, you become the target. |\n| 54-58 | You cast darkness. |\n| 59-62 | Grass grows on the ground in a 60-foot radius centered on the target. If grass is already there, it grows to ten times its normal size and remains overgrown for 1 minute. |\n| 63-65 | An object of the GM's choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the target, and no larger than 10 feet in any dimension. |\n| 66-69 | You shrink yourself as if you had cast enlarge/reduce on yourself. |\n| 70-79 | You cast fireball. |\n| 80-84 | You cast invisibility on yourself. |\n| 85-87 | Leaves grow from the target. If you chose a point in space as the target, leaves sprout from the creature nearest to that point. Unless they are picked off, the leaves turn brown and fall off after 24 hours. |\n| 88-90 | A stream of 1d4 \u00d7 10 gems, each worth 1 gp, shoots from the wand's tip in a line 30 feet long and 5 feet wide. Each gem deals 1 bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the line. |\n| 91-95 | A burst of colorful shimmering light extends from you in a 30-foot radius. You and each creature in the area that can see must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. |\n| 96-97 | The target's skin turns bright blue for 1d10 days. If you chose a point in space, the creature nearest to that point is affected. |\n| 98-100 | If you targeted a creature, it must make a DC 15 Constitution saving throw. If you didn't target a creature, you become the target and must make the saving throw. If the saving throw fails by 5 or more, the target is instantly petrified. On any other failed save, the target is restrained and begins to turn to stone. While restrained in this way, the target must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the target is freed by the greater restoration spell or similar magic. |", "document": 32, "page_no": null, "type": "Wand", "rarity": "rare", "requires_attunement": "requires attunement by a spellcaster", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "weapon-1-2-or-3", "fields": {"name": "Weapon, +1, +2, or +3", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": 32, "page_no": null, "type": "Weapon (any)", "rarity": "uncommon (+1), rare (+2), or very rare (+3)", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "well-of-many-worlds", "fields": {"name": "Well of Many Worlds", "desc": "This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.\n\nYou can use an action to unfold and place the _well of many worlds_ on a solid surface, whereupon it creates a two-way portal to another world or plane of existence. Each time the item opens a portal, the GM decides where it leads. You can use an action to close an open portal by taking hold of the edges of the cloth and folding it up. Once _well of many worlds_ has opened a portal, it can't do so again for 1d8 hours.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "legendary", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "wind-fan", "fields": {"name": "Wind Fan", "desc": "While holding this fan, you can use an action to cast the _gust of wind_ spell (save DC 13) from it. Once used, the fan shouldn't be used again until the next dawn. Each time it is used again before then, it has a cumulative 20 percent chance of not working and tearing into useless, nonmagical tatters.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "winged-boots", "fields": {"name": "Winged Boots", "desc": "While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.\n\nThe boots regain 2 hours of flying capability for every 12 hours they aren't in use.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "wings-of-flying", "fields": {"name": "Wings of Flying", "desc": "While wearing this cloak, you can use an action to speak its command word. This turns the cloak into a pair of bat wings or bird wings on your back for 1 hour or until you repeat the command word as an action. The wings give you a flying speed of 60 feet. When they disappear, you can't use them again for 1d12 hours.", "document": 32, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.1 SRD (D&D 2014)"}, {"model": "api.magicitem", "pk": "adamantine-armor", "fields": {"name": "Adamantine Armor", "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.", "document": 33, "page_no": null, "type": "Armor", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "ammunition-1-2-or-3", "fields": {"name": "Ammunition, +1, +2, or +3", "desc": "You have a bonus to attack rolls and damage rolls made with this piece of magic ammunition. The bonus is determined by the rarity of the ammunition. Once it hits a target, the ammunition is no longer magical. This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of the same rarity.", "document": 33, "page_no": null, "type": "Weapon", "rarity": "very-rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "ammunition-of-slaying", "fields": {"name": "Ammunition of Slaying", "desc": "This magic ammunition is meant to slay creatures of a particular type, which the GM chooses or determines randomly by rolling on the table below. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical.", "document": 33, "page_no": null, "type": "Weapon", "rarity": "very-rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "amulet-of-health", "fields": {"name": "Amulet of Health", "desc": "Your Constitution is 19 while you wear this amulet. It has no effect on you if your Constitution is 19 or higher without it.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "amulet-of-proof-against-detection-and-location", "fields": {"name": "Amulet of Proof against Detection and Location", "desc": "While wearing this amulet, you can't be targeted by Divination spells or perceived through magical scrying sensors unless you allow it.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "amulet-of-the-planes", "fields": {"name": "Amulet of the Planes", "desc": "While wearing this amulet, you can take a Magic action to name a location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence (Arcana) check. On a successful check, you cast Plane Shift. On a failed check, you and each creature and object within 15 feet of you travel to a random destination determined by rolling 1d100 and consulting the following table.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "very-rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "animated-shield", "fields": {"name": "Animated Shield", "desc": "While holding this Shield, you can take a Bonus Action to cause it to animate. The Shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The Shield remains animate for 1 minute, until you take a Bonus Action to end this effect, or until you die or have the Incapacitated condition, at which point the Shield falls to the ground or into your hand if you have one free.", "document": 33, "page_no": null, "type": "Armor", "rarity": "very-rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "apparatus-of-the-crab", "fields": {"name": "Apparatus of the Crab", "desc": "This item first appears to be a sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move up or down. When certain levers are used, the apparatus transforms to resemble a giant lobster. The Apparatus of the Crab is a Large object with the following statistics: AC 20; HP 200; Speed 30 ft., Swim 30 ft. (or 0 ft. for both if the legs aren't extended); Immunity to Poison and Psychic damage. To be used as a vehicle, the apparatus requires one pilot. While the apparatus's hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside. The apparatus floats on water. It can also go underwater to a depth of 900 feet. Below that, the vehicle takes 2d6 Bludgeoning damage each minute from pressure. A creature in the compartment can take a Utilize action to move as many as two of the apparatus's levers up or down. After each use, a lever goes back to its neutral position. Each lever, from left to right, functions as shown in the Apparatus of the Crab Levers table.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "legendary", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "armor-1-2-or-3", "fields": {"name": "Armor, +1, +2, or +3", "desc": "You have a bonus to Armor Class while wearing this armor. The bonus is determined by its rarity.", "document": 33, "page_no": null, "type": "Armor", "rarity": "legendary", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "armor-of-invulnerability", "fields": {"name": "Armor of Invulnerability", "desc": "You have Resistance to Bludgeoning, Piercing, and Slashing damage while you wear this armor. Metal Shell. You can take a Magic action to give yourself Immunity to Bludgeoning, Piercing, and Slashing damage for 10 minutes or until you are no longer wearing the armor. Once this property is used, it can't be used again until the next dawn.", "document": 33, "page_no": null, "type": "Armor", "rarity": "legendary", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "armor-of-resistance", "fields": {"name": "Armor of Resistance", "desc": "You have Resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly by rolling on the following table.", "document": 33, "page_no": null, "type": "Armor", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "armor-of-vulnerability", "fields": {"name": "Armor of Vulnerability", "desc": "While wearing this armor, you have Resistance to one of the following damage types: Bludgeoning, Piercing, or Slashing. The GM chooses the type or determines it randomly. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to two of the three damage types associated with the armor (not the one to which it grants Resistance).", "document": 33, "page_no": null, "type": "Armor", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "arrow-catching-shield", "fields": {"name": "Arrow-Catching Shield", "desc": "You gain a +2 bonus to Armor Class against ranged attack rolls while you wield this Shield. This bonus is in addition to the Shield's normal bonus to AC. Whenever an attacker makes a ranged attack roll against a target within 5 feet of you, you can take a Reaction to become the target of the attack instead.", "document": 33, "page_no": null, "type": "Armor", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "bag-of-beans", "fields": {"name": "Bag of Beans", "desc": "This heavy cloth bag contains 3d4 dry beans when found. The bag weighs half a pound regardless of how many beans it contains and becomes a nonmagical item when it no longer contains any beans. If you dump one or more beans out of the bag, they explode in a 10-foot-radius Sphere centered on them. All the dumped beans are destroyed in the explosion, and each creature in the Sphere, including you, makes a DC 15 Dexterity saving throw, taking 5d4 Force damage on a failed save or half as much damage on a successful one. If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean disappears as it produces an effect 1 minute later from the ground where it was planted. The GM can choose an effect from the following table or determine it randomly.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "bag-of-devouring", "fields": {"name": "Bag of Devouring", "desc": "This bag resembles a Bag of Holding but is a feeding orifice for a gigantic extradimensional creature. Turning the bag inside out closes the orifice. The extradimensional creature attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it, there is a 50 percent chance that the creature is pulled inside the bag. A creature inside the bag can take an action to try to escape, doing so with a successful DC 15 Strength (Athletics) check. Another creature can take an action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength (Athletics) check, provided the puller isn't pulled inside the bag first. Any creature that starts its turn inside the bag is devoured, its body destroyed. Inanimate objects can be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence. The GM determines the time and plane. If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "very-rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "bag-of-holding", "fields": {"name": "Bag of Holding", "desc": "This bag has an interior space considerably larger than its outside dimensions\u2014roughly 2 feet square and 4 feet deep on the inside. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 5 pounds, regardless of its contents. Retrieving an item from the bag requires a Utilize action. If the bag is overloaded, pierced, or torn, it 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. The bag holds enough air for 10 minutes of breathing, divided by the number of breathing creatures inside. Placing 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 a 10-foot-radius Sphere centered on the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way and can't be reopened.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "bag-of-tricks", "fields": {"name": "Bag of Tricks", "desc": "This bag made from gray, rust, or tan cloth appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. You can take a Magic 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 on the table that corresponds to the bag's color. See \"Monsters\" for the creature's stat block. The creature vanishes at the next dawn or when it is reduced to 0 Hit Points. The creature is Friendly to you and your allies, and it acts immediately after you on your Initiative count. You can take a Bonus Action to command how the creature moves and what action it takes on its next turn, such as attacking an enemy. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "bead-of-force", "fields": {"name": "Bead of Force", "desc": "This small black sphere measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4 + 4 Beads of Force are found together. You can take a Magic action to throw the bead up to 60 feet. The bead explodes in a 10-foot-radius Sphere on impact and is destroyed. Each creature in the Sphere must succeed on a DC 15 Dexterity saving throw or take 5d4 Force damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save or are partially within the area are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere's wall. No attack or other effect can pass through. An enclosed creature can take a Utilize action to push against the sphere's wall, moving the sphere up to half the creature's Speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "berserker-axe", "fields": {"name": "Berserker Axe", "desc": "You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your Hit Point maximum increases by 1 for each level you have attained. Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it within reach at all times. You also have Disadvantage on attack rolls with weapons other than this one. Whenever another creature damages you while the weapon is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. This berserk state ends when you start your turn and there are no creatures within 60 feet of you that you can see or hear. While berserk, you regard the creature nearest to you that you can see or hear as your enemy. If there are multiple possible creatures, choose one at random. On each of your turns, you must move as close to the creature as possible and take the Attack action, targeting the creature. If you're unable to get close enough to the creature to attack it with the weapon, your turn ends after you've used up all your available movement. If the creature dies or can no longer be seen or heard by you, the next nearest creature that you can see or hear becomes your new target.", "document": 33, "page_no": null, "type": "Weapon", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "boots-of-elvenkind", "fields": {"name": "Boots of Elvenkind", "desc": "While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have Advantage on Dexterity (Stealth) checks.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "boots-of-levitation", "fields": {"name": "Boots of Levitation", "desc": "While you wear these boots, you can cast Levitate on yourself.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "boots-of-speed", "fields": {"name": "Boots of Speed", "desc": "While you wear these boots, you can take a Bonus Action to click the boots' heels together. If you do, the boots double your Speed, and any creature that makes an Opportunity Attack against you has Disadvantage on the attack roll. If you click your heels together again, you end the effect. When you've used the boots' property for a total of 10 minutes, the magic ceases to function for you until you finish a Long Rest.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "boots-of-striding-and-springing", "fields": {"name": "Boots of Striding and Springing", "desc": "While you wear these boots, your Speed becomes 30 feet unless your Speed is higher, and your Speed isn't reduced by you carrying weight in excess of your carrying capacity or wearing Heavy Armor. Once on each of your turns, you can jump up to 30 feet by spending only 10 feet of movement.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "boots-of-the-winterlands", "fields": {"name": "Boots of the Winterlands", "desc": "These furred boots are snug and feel warm. While wearing them, you gain the following benefits. Cold Resistance. You have Resistance to Cold damage and can tolerate temperatures of 0 degrees Fahrenheit or lower without any additional protection. Winter Strider. You ignore Difficult Terrain created by ice or snow.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "bowl-of-commanding-water-elementals", "fields": {"name": "Bowl of Commanding Water Elementals", "desc": "While this bowl is filled with water and you are within 5 feet of it, you can take a Magic action to summon a Water Elemental. The elemental appears in an unoccupied space as close to the bowl as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The bowl can't be used this way again until the next dawn. The bowl is about 1 foot in diameter and half as deep. It holds about 3 gallons.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "bracers-of-archery", "fields": {"name": "Bracers of Archery", "desc": "While wearing these bracers, you have proficiency with the Longbow and Shortbow, and you gain a +2 bonus to damage rolls made with such weapons.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "bracers-of-defense", "fields": {"name": "Bracers of Defense", "desc": "While wearing these bracers, you gain a +2 bonus to Armor Class if you are wearing no armor and using no Shield.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "brazier-of-commanding-fire-elementals", "fields": {"name": "Brazier of Commanding Fire Elementals", "desc": "While you are within 5 feet of this brazier, you can take a Magic action to summon a Fire Elemental. The elemental appears in an unoccupied space as close to the brazier as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The brazier can't be used this way again until the next dawn.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "brooch-of-shielding", "fields": {"name": "Brooch of Shielding", "desc": "While wearing this brooch, you have Resistance to Force damage, and you have Immunity to damage from the Magic Missile spell.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "broom-of-flying", "fields": {"name": "Broom of Flying", "desc": "This wooden broom functions like a mundane broom until you stand astride it and take a Magic action to make it hover beneath you, at which time it can be ridden in the air. It has a Fly Speed of 50 feet. It can carry up to 400 pounds, but its Fly Speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land or when you're no longer riding it. As a Magic action, you can send the broom to travel alone to a destination within 1 mile of you if you name the location and are familiar with it. The broom comes back to you when you take a Magic action and use a command word if the broom is still within 1 mile of you.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "candle-of-invocation", "fields": {"name": "Candle of Invocation", "desc": "This candle's magic is activated when the candle is lit, which requires a Magic action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from its total burn time. While lit, the candle sheds Dim Light in a 30-foot radius. While you are within that light, you have Advantage on D20 Tests. In addition, a Cleric or Druid in the light can cast level 1 spells they have prepared without expending spell slots. Alternatively, when you light the candle for the first time, you can cast Gate with it. Doing so destroys the candle. The portal created by the spell links to a particular Outer Plane chosen by the GM or determined by rolling on the following table.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "very-rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "cape-of-the-mountebank", "fields": {"name": "Cape of the Mountebank", "desc": "This cape smells faintly of brimstone. While wearing it, you can use it to cast Dimension Door as a Magic action. This property can't be used again until the next dawn. When you teleport with that spell, you leave behind a cloud of smoke. The space you left is Lightly Obscured by that smoke until the end of your next turn.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "carpet-of-flying", "fields": {"name": "Carpet of Flying", "desc": "You can make this carpet hover and fly by taking a Magic action and using the carpet's command word. It moves according to your directions if you are within 30 feet of it. Four sizes of Carpet of Flying exist. The GM chooses the size of a given carpet or determines it randomly by rolling on the following table. A carpet can carry up to twice the weight shown on the table, but its Fly Speed is halved if it carries more than its normal capacity.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "very-rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "censer-of-controlling-air-elementals", "fields": {"name": "Censer of Controlling Air Elementals", "desc": "While gently swinging this censer, you can take a Magic action to summon an Air Elemental. The elemental appears in an unoccupied space as close to the censer as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The censer can't be used this way again until the next dawn.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "chime-of-opening", "fields": {"name": "Chime of Opening", "desc": "This hollow metal tube measures about 1 foot long and weighs 1 pound. As a Magic action, you can strike the chime to cast Knock. The spell's customary knocking sound is replaced by the clear, ringing tone of the chime, which is audible out to 300 feet. The chime can be used 10 times. After the tenth time, it cracks and becomes useless.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "circlet-of-blasting", "fields": {"name": "Circlet of Blasting", "desc": "While wearing this circlet, you can cast Scorching Ray with it (+5 to hit). The circlet can't cast this spell again until the next dawn.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "cloak-of-arachnida", "fields": {"name": "Cloak of Arachnida", "desc": "This fine garment is made of black silk interwoven with faint, silvery threads. While wearing it, you gain the following benefits. Poison Resistance. You have Resistance to Poison damage. Spider Climb. You have a Climb Speed equal to your Speed and can move up, down, and across vertical surfaces and along ceilings, while leaving your hands free. Spider Walk. You can't be caught in webs of any sort and can move through webs as if they were Difficult Terrain. Web. You can cast Web (save DC 13). The web created by the spell fills twice its normal area. Once used, this property can't be used again until the next dawn.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "very-rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "cloak-of-displacement", "fields": {"name": "Cloak of Displacement", "desc": "While you wear this cloak, it magically projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have Disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while your Speed is 0.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "cloak-of-elvenkind", "fields": {"name": "Cloak of Elvenkind", "desc": "While you wear this cloak, Wisdom (Perception) checks made to perceive you have Disadvantage, and you have Advantage on Dexterity (Stealth) checks.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "cloak-of-protection", "fields": {"name": "Cloak of Protection", "desc": "You gain a +1 bonus to Armor Class and saving throws while you wear this cloak.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "cloak-of-the-bat", "fields": {"name": "Cloak of the Bat", "desc": "While wearing this cloak, you have Advantage on Dexterity (Stealth) checks. In an area of Dim Light or Darkness, you can grip the edges of the cloak and use it to gain a Fly Speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in Dim Light or Darkness, you lose this Fly Speed. While wearing the cloak in an area of Dim Light or Darkness, you can cast Polymorph on yourself, shape-shifting into a Bat. While in that form, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "cloak-of-the-manta-ray", "fields": {"name": "Cloak of the Manta Ray", "desc": "While wearing this cloak, you can breathe underwater, and you have a Swim Speed of 60 feet.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "crystal-ball", "fields": {"name": "Crystal Ball", "desc": "While touching this crystal orb, you can cast Scrying (save DC 17) with it.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "very-rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "crystal-ball-of-mind-reading", "fields": {"name": "Crystal Ball of Mind Reading", "desc": "While touching this crystal orb, you can cast Scrying (save DC 17) with it. In addition, you can cast Detect Thoughts (save DC 17) targeting creatures you can see within 30 feet of the spell's sensor. You don't need to concentrate on this Detect Thoughts spell to maintain it during its duration, but it ends if the Scrying spell ends.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "legendary", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "crystal-ball-of-telepathy", "fields": {"name": "Crystal Ball of Telepathy", "desc": "While touching this crystal orb, you can cast Scrying (save DC 17) with it. In addition, you can communicate telepathically with creatures you can see within 30 feet of the spell's sensor. You can also cast Suggestion (save DC 17) through the sensor on one of those creatures. You don't need to concentrate on this Suggestion to maintain it during its duration, but it ends if Scrying ends. You can't cast Suggestion in this way again until the next dawn.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "legendary", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "crystal-ball-of-true-seeing", "fields": {"name": "Crystal Ball of True Seeing", "desc": "While touching this crystal orb, you can cast Scrying (save DC 17) with it. In addition, you have Truesight with a range of 120 feet centered on the spell's sensor.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "legendary", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "cube-of-force", "fields": {"name": "Cube of Force", "desc": "This cube is about an inch across. Each face has a distinct marking on it. You can press one of those faces, expend the number of charges required for it, and thereby cast the spell associated with it (save DC 17), as shown in the Cube of Force Faces table. The cube starts with 10 charges, and it regains 1d6 expended charges daily at dawn.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "cubic-gate", "fields": {"name": "Cubic Gate", "desc": "This cube is 3 inches across and radiates palpable magical energy. The six sides of the cube are each keyed to a different plane of existence, one of which is the Material Plane. The other sides are linked to planes determined by the GM. The cube has 3 charges and regains 1d3 expended charges daily at dawn. As a Magic action, you can expend 1 of the cube's charges to cast one of the following spells using the cube. Gate. Pressing one side of the cube, you cast Gate, opening a portal to the plane of existence keyed to that side. Plane Shift. Pressing one side of the cube twice, you cast Plane Shift, transporting the targets to the plane of existence keyed to that side.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "legendary", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "dagger-of-venom", "fields": {"name": "Dagger of Venom", "desc": "You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. You can take a Bonus Action to magically coat the blade with poison. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 Poison damage and have the Poisoned condition for 1 minute. The weapon can't be used this way again until the next dawn.", "document": 33, "page_no": null, "type": "Weapon", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "dancing-sword", "fields": {"name": "Dancing Sword", "desc": "You can take a Bonus Action to toss this magic weapon into the air. When you do so, the weapon begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of itself. The weapon uses your attack roll and adds your ability modifier to damage rolls. While the weapon hovers, you can take a Bonus Action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same Bonus Action, you can cause the weapon to attack one creature within 5 feet of the weapon. After the hovering weapon attacks for the fourth time, it flies back to you and tries to return to your hand. If you have no hand free, the weapon falls to the ground in your space. If the weapon has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or are more than 30 feet away from it.", "document": 33, "page_no": null, "type": "Weapon", "rarity": "very-rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "decanter-of-endless-water", "fields": {"name": "Decanter of Endless Water", "desc": "This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds. You can take a Magic action to remove the stopper and issue one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following command words: Splash. The decanter produces 1 gallon of water. Fountain. The decanter produces 5 gallons of water. Geyser. The decanter produces 30 gallons of water that gushes forth in a Line 30 feet long and 1 foot wide. If you're holding the decanter, you can aim the geyser in one direction (no action required). One creature of your choice in the Line must succeed on a DC 13 Strength saving throw or take 1d4 Bludgeoning damage and have the Prone condition. Instead of a creature, you can target one object in the Line that isn't being worn or carried and that weighs no more than 200 pounds. The object is knocked over by the geyser.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "deck-of-illusions", "fields": {"name": "Deck of Illusions", "desc": "This box contains a set of cards. A full deck has 34 cards: 32 depicting specific creatures and two with a mirrored surface. A deck found as treasure is usually missing 1d20 \u2212 1 cards. The magic of the deck functions only if its cards are drawn at random. You can take a Magic action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of yourself. An illusion of a creature, determined by rolling on the Deck of Illusions table, forms over the thrown card and remains until dispelled. The illusory creature created by the card looks and behaves like a real creature of its kind, except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can take a Magic action to move it anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be false, because objects pass through it. A creature that takes a Study action to visually inspect the illusory creature identifies it as an illusion with a successful DC 15 Intelligence (Investigation) check. The illusion lasts until its card is moved or the illusion is dispelled (using a Dispel Magic spell or a similar effect). When the illusion ends, the image on its card disappears, and that card can't be used again. \\*Stat blocks for these creatures (except the card drawer) appear in \"Monsters.\"", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "defender", "fields": {"name": "Defender", "desc": "You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon's bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it.", "document": 33, "page_no": null, "type": "Weapon", "rarity": "legendary", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "demon-armor", "fields": {"name": "Demon Armor", "desc": "While wearing this armor, you gain a +1 bonus to Armor Class, and you know Abyssal. In addition, the armor's clawed gauntlets allow your Unarmed Strikes to deal 1d8 Slashing damage instead of the usual Bludgeoning damage, and you gain a +1 bonus to the attack and damage rolls of your Unarmed Strikes. Curse. Once you don this cursed armor, you can't doff it unless you are targeted by a Remove Curse spell or similar magic. While wearing the armor, you have Disadvantage on attack rolls against demons and on saving throws against their spells and special abilities.", "document": 33, "page_no": null, "type": "Armor", "rarity": "very-rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "dimensional-shackles", "fields": {"name": "Dimensional Shackles", "desc": "You can take a Utilize action to place these shackles on a creature that has the Incapacitated condition. The shackles adjust to fit a creature of Small to Large size. The shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don't prevent the creature from passing through an interdimensional portal. You and any creature you designate when you use the shackles can take a Utilize action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a successful check, the creature breaks free and destroys the shackles.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "dragon-orb", "fields": {"name": "Dragon Orb", "desc": "An orb is an etched crystal globe about 10 inches in diameter. When used, it grows to about 20 inches in diameter, and mist swirls inside it. While attuned to an orb, you can take a Magic action to peer into the orb's depths. You must then make a DC 15 Charisma saving throw. On a successful save, you control the orb for as long as you remain attuned to it. On a failed save, the orb imposes the Charmed condition on you for as long as you remain attuned to it. While you are Charmed by the orb, you can't voluntarily end your Attunement to it, and the orb casts Suggestion on you at will (save DC 18), urging you to work toward the evil ends it desires. The dragon essence within the orb might want many things: the annihilation of a particular society or organization, freedom from the orb, to spread suffering in the world, to advance the worship of Tiamat, or something else the GM decides. Spells. The orb has 7 charges and regains 1d4 + 3 expended charges daily at dawn. If you control the orb, you can cast one of the spells on the following table from it. The table indicates how many charges you must expend to cast the spell. Call Dragons. While you control the orb, you can take a Magic action to cause the orb to issue a telepathic call that extends in all directions for 40 miles. Chromatic dragons in range feel compelled to come to the orb as soon as possible by the most direct route. Dragon deities such as Tiamat are unaffected by this call. Chromatic dragons drawn to the orb might be Hostile toward you for compelling them against their will. Once you have used this property, it can't be used again for 1 hour. Destroying an Orb. A Dragon Orb has AC 20 and is destroyed if it takes damage from a +3 Weapon or a Disintegrate spell. Nothing else can harm it.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "artifact", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "dragon-scale-mail", "fields": {"name": "Dragon Scale Mail", "desc": "Dragon Scale Mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them. Other times, hunters carefully preserve the hide of a dead dragon. In either case, Dragon Scale Mail is highly valued. While wearing this armor, you gain a +1 bonus to Armor Class, you have Advantage on saving throws against the breath weapons of Dragons, and you have Resistance to one damage type determined by the kind of dragon that provided the scales (see the accompanying table). Additionally, you can focus your senses as a Magic action to discern the distance and direction to the closest dragon within 30 miles of yourself that is of the same type as the armor. This action can't be used again until the next dawn.", "document": 33, "page_no": null, "type": "Armor", "rarity": "very-rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "dragon-slayer", "fields": {"name": "Dragon Slayer", "desc": "You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon deals an extra 3d6 damage of the weapon's type if the target is a Dragon.", "document": 33, "page_no": null, "type": "Weapon", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "dust-of-disappearance", "fields": {"name": "Dust of Disappearance", "desc": "This powder resembles fine sand. There is enough of it for one use. When you take a Utilize action to throw the dust into the air, you and each creature and object within a 10-foot Emanation originating from you have the Invisible condition for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. Immediately after an affected creature makes an attack roll, deals damage, or casts a spell, the Invisible condition ends for that creature.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "dust-of-dryness", "fields": {"name": "Dust of Dryness", "desc": "This small packet contains 1d6 + 4 pinches of dust. As a Utilize action, you can sprinkle a pinch of the dust over water, turning up to a 15-foot Cube of water into one marble-sized pellet, which floats or rests near where the dust was sprinkled. The pellet's weight is negligible. A creature can take a Utilize action to smash the pellet against a hard surface, causing the pellet to shatter and release the water the dust absorbed. Doing so destroys the pellet and ends its magic. As a Utilize action, you can sprinkle a pinch of the dust on an Elemental within 5 feet of yourself that is composed mostly of water (such as a Water Elemental). Such a creature exposed to a pinch of the dust makes a DC 13 Constitution saving throw, taking 10d6 Necrotic damage on a failed save or half as much damage on a successful one.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "dust-of-sneezing-and-choking", "fields": {"name": "Dust of Sneezing and Choking", "desc": "Found in a small container, this powder resembles Dust of Disappearance, and Identify reveals it to be such. There is enough of it for one use. As a Utilize action, you can throw the dust into the air, forcing yourself and every creature in a 30-foot Emanation originating from you to make a DC 15 Constitution saving throw. Constructs, Elementals, Oozes, Plants, and Undead succeed on the save automatically. On a failed save, a creature begins sneezing uncontrollably; it has the Incapacitated condition and is suffocating. The creature repeats the save at the end of each of its turns, ending the effect on itself on a success. The effect also ends on any creature targeted by a Lesser Restoration spell.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "dwarven-plate", "fields": {"name": "Dwarven Plate", "desc": "While wearing this armor, you gain a +2 bonus to Armor Class. In addition, if an effect moves you against your will along the ground, you can take a Reaction to reduce the distance you are moved by up to 10 feet.", "document": 33, "page_no": null, "type": "Armor", "rarity": "very-rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "dwarven-thrower", "fields": {"name": "Dwarven Thrower", "desc": "You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. It has the Thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 Force damage, or an extra 2d8 Force damage if the target is a Giant. Immediately after hitting or missing, the weapon flies back to your hand.", "document": 33, "page_no": null, "type": "Weapon", "rarity": "very-rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "efficient-quiver", "fields": {"name": "Efficient Quiver", "desc": "Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to 60 Arrows, Bolts, or similar objects. The midsize compartment holds up to 18 Javelins or similar objects. The longest compartment holds up to 6 long objects, such as bows, Quarterstaffs, or Spears. You can draw any item the quiver contains as if doing so from a regular quiver or scabbard.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "efreeti-bottle", "fields": {"name": "Efreeti Bottle", "desc": "When you take a Magic action to remove the stopper of this painted brass bottle, a cloud of thick smoke flows out of it. At the end of your turn, the smoke disappears with a flash of harmless fire, and an Efreeti appears in an unoccupied space within 30 feet of you. The first time the bottle is opened, the GM rolls on the following table to determine what happens.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "very-rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "elemental-gem", "fields": {"name": "Elemental Gem", "desc": "This gem contains a mote of elemental energy. When you take a Utilize action to break the gem, an elemental is summoned (see \"Monsters\" for its stat block), and the gem ceases to be magical. The elemental appears in an unoccupied space as close to the broken gem as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The type of gem determines the elemental, as shown in the following table.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "elven-chain", "fields": {"name": "Elven Chain", "desc": "You gain a +1 bonus to Armor Class while you wear this armor. You are considered trained with this armor even if you lack training with Medium or Heavy armor.", "document": 33, "page_no": null, "type": "Armor", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "eversmoking-bottle", "fields": {"name": "Eversmoking Bottle", "desc": "As a Magic action, you can open or close this bottle. Opening the bottle causes thick smoke to billow out, forming a cloud that fills a 60-foot Emanation originating from the bottle. The area within the smoke is Heavily Obscured. Each minute the bottle remains open, the size of the Emanation increases by 10 feet until it reaches its maximum size of 120 feet. Closing the bottle causes the cloud to become fixed in place until it disperses after 10 minutes. A strong wind (such as that created by the Gust of Wind spell) disperses the cloud after 1 minute.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "eyes-of-charming", "fields": {"name": "Eyes of Charming", "desc": "These crystal lenses fit over the eyes. They have 3 charges. While wearing them, you can expend 1 or more charges to cast Charm Person (save DC 13). For 1 charge, you cast the level 1 version of the spell. You increase the spell's level by one for each additional charge you expend. The lenses regain all expended charges daily at dawn.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "eyes-of-minute-seeing", "fields": {"name": "Eyes of Minute Seeing", "desc": "These crystal lenses fit over the eyes. While wearing them, your vision improves significantly out to a range of 1 foot, granting you Darkvision within that range and Advantage on Intelligence (Investigation) checks made to examine something within that range.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "eyes-of-the-eagle", "fields": {"name": "Eyes of the Eagle", "desc": "These crystal lenses fit over the eyes. While wearing them, you have Advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "flame-tongue", "fields": {"name": "Flame Tongue", "desc": "While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40 foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.", "document": 33, "page_no": null, "type": "Weapon", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "folding-boat", "fields": {"name": "Folding Boat", "desc": "This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring a Magic action to use: First Command Word. The box unfolds into a Rowboat. Second Command Word. The box unfolds into a Keelboat. Third Command Word. The Folding Boat folds back into a box if no creatures are aboard. Any objects in the vessel that can't fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so. When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat. Statistics for the Rowboat and Keelboat appear in \"Equipment.\" If either vessel is reduced to 0 Hit Points, the Folding Boat is destroyed.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "frost-brand", "fields": {"name": "Frost Brand", "desc": "When you hit with an attack roll using this magic weapon, the target takes an extra 1d6 Cold damage. In addition, while you hold the weapon, you have Resistance to Fire damage. In freezing temperatures, the weapon sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of yourself. Once used, this property can't be used again for 1 hour.", "document": 33, "page_no": null, "type": "Weapon", "rarity": "very-rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "gauntlets-of-ogre-power", "fields": {"name": "Gauntlets of Ogre Power", "desc": "Your Strength is 19 while you wear these gauntlets. They have no effect on you if your Strength is 19 or higher without them.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "gem-of-brightness", "fields": {"name": "Gem of Brightness", "desc": "This prism has 50 charges. While you are holding it, you can take a Magic action and use one of three command words to cause one of the following effects: First Command Word. The gem sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you take a Bonus Action to repeat the command word or until you use another function of the gem. Second Command Word. You expend 1 charge and cause the gem to fire a brilliant beam of light at one creature you can see within 60 feet of yourself. The creature must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1 minute. The creature repeats the save at the end of each of its turns, ending the effect on itself on a success. Third Command Word. You expend 5 charges and cause the gem to flare with intense light in a 30 foot Cone. Each creature in the Cone makes a saving throw as if struck by the beam created with the second command word. When all of the gem's charges are expended, the gem becomes a nonmagical jewel worth 50 GP.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "gem-of-seeing", "fields": {"name": "Gem of Seeing", "desc": "This gem has 3 charges. As a Magic action, you can expend 1 charge. For the next 10 minutes, you have Truesight out to 120 feet when you peer through the gem. The gem regains 1d3 expended charges daily at dawn.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "giant-slayer", "fields": {"name": "Giant Slayer", "desc": "You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.", "document": 33, "page_no": null, "type": "Weapon", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "glamoured-studded-leather", "fields": {"name": "Glamoured Studded Leather", "desc": "While wearing this armor, you gain a +1 bonus to Armor Class. You can also take a Bonus Action to cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like\u2014including color, style, and accessories\u2014but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or doff the armor.", "document": 33, "page_no": null, "type": "Armor", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "gloves-of-missile-snaring", "fields": {"name": "Gloves of Missile Snaring", "desc": "If you're hit by an attack roll made with a Ranged or Thrown weapon while wearing these gloves, you can take a Reaction to reduce the damage by 1d10 plus your Dexterity modifier if you have a free hand. If you reduce the damage to 0, you can catch the ammunition or weapon if it is small enough for you to hold in that hand.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "gloves-of-swimming-and-climbing", "fields": {"name": "Gloves of Swimming and Climbing", "desc": "While wearing these gloves, you have a Climb Speed and a Swim Speed equal to your Speed, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "goggles-of-night", "fields": {"name": "Goggles of Night", "desc": "While wearing these dark lenses, you have Darkvision out to 60 feet. If you already have Darkvision, wearing the goggles increases its range by 60 feet.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "hammer-of-thunderbolts", "fields": {"name": "Hammer of Thunderbolts", "desc": "You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon has 5 charges. You can expend 1 charge and make a ranged attack with the weapon, hurling it as if it had the Thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the weapon unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it other than you must succeed on a DC 17 Constitution saving throw or have the Stunned condition until the end of your next turn. Immediately after hitting or missing, the weapon flies back to your hand. The weapon regains 1d4 + 1 expended charges daily at dawn. Giant's Bane. While you are attuned to the weapon and wearing either a Belt of Giant Strength or Gauntlets of Ogre Power to which you are also attuned, you gain the following benefits: Giants' Bane. When you roll a 20 on the d20 for an attack roll made with this weapon against a Giant, the creature must succeed on a DC 17 Constitution saving throw or die. Might of Giants. The Strength score bestowed by your Belt of Giant Strength or Gauntlets of Ogre Power increases by 4, to a maximum of 30.", "document": 33, "page_no": null, "type": "Weapon", "rarity": "legendary", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "handy-haversack", "fields": {"name": "Handy Haversack", "desc": "This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 200 pounds of material, not exceeding a volume of 25 cubic feet. The central pouch can hold up to 500 pounds of material, not exceeding a volume of 64 cubic feet. The haversack always weighs 5 pounds, regardless of its contents. Retrieving an item from the haversack requires a Utilize action or a Bonus Action (your choice). When you reach into the haversack for a specific item, the item is always magically on top. If any of its pouches is overloaded, pierced, or torn, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an Artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth unharmed, and the haversack must be put right before it can be used again. Each pouch of the haversack holds enough air for 10 minutes of breathing, divided by the number of breathing creatures inside. Placing the haversack inside an extradimensional space created by a Bag of Holding, 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 and not behind Total Cover 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.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "hat-of-disguise", "fields": {"name": "Hat of Disguise", "desc": "While wearing this hat, you can cast the Disguise Self spell. The spell ends if the hat is removed.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "headband-of-intellect", "fields": {"name": "Headband of Intellect", "desc": "Your Intelligence is 19 while you wear this headband. It has no effect on you if your Intelligence is 19 or higher without it.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "helm-of-brilliance", "fields": {"name": "Helm of Brilliance", "desc": "This helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic. You gain the following benefits while wearing the helm. Diamond Light. As long as it has at least one diamond, the helm emits a 30-foot Emanation. When at least one Undead is within that area, the Emanation is filled with Dim Light. Any Undead that starts its turn in that area takes 1d6 Radiant damage. Fire Opal Flames. As long as the helm has at least one fire opal, you can take a Magic action to cause one weapon you are holding to burst into flames. The flames emit Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an attack using the blazing weapon, the target takes an extra 1d6 Fire damage. The flames last until you take a Bonus Action to extinguish them or until you drop or stow the weapon. Ruby Resistance. As long as the helm has at least one ruby, you have Resistance to Fire damage. Spells. You can cast one of the following spells (save DC 18), using one of the helm's gems of the specified type as a component: Daylight (opal), Fireball (fire opal), Prismatic Spray (diamond), or Wall of Fire (ruby). The gem is destroyed when the spell is cast and disappears from the helm. Taking Fire Damage. Roll 1d20 if you are wearing the helm and take Fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems and is then destroyed. Each creature within a 60 foot Emanation originating from you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking Radiant damage equal to the number of gems in the helm.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "very-rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "helm-of-comprehending-languages", "fields": {"name": "Helm of Comprehending Languages", "desc": "While wearing this helm, you can cast Comprehend Languages from it.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "helm-of-telepathy", "fields": {"name": "Helm of Telepathy", "desc": "While wearing this helm, you have telepathy with a range of 30 feet, and you can cast Detect Thoughts or Suggestion (save DC 13) from the helm. Once either spell is cast from the helm, that spell can't be cast from it again until the next dawn.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "helm-of-teleportation", "fields": {"name": "Helm of Teleportation", "desc": "This helm has 3 charges. While wearing it, you can expend 1 charge to cast Teleport from it. The helm regains 1d3 expended charges daily at dawn.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "holy-avenger", "fields": {"name": "Holy Avenger", "desc": "You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage. While you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.", "document": 33, "page_no": null, "type": "Weapon", "rarity": "legendary", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "horn-of-blasting", "fields": {"name": "Horn of Blasting", "desc": "You can take a Magic action to blow the horn, which emits a thunderous blast in a 30-foot Cone that is audible out to 600 feet. Each creature in the Cone makes a DC 15 Constitution saving throw. On a failed save, a creature takes 5d8 Thunder damage and has the Deafened condition for 1 minute. On a successful save, a creature takes half as much damage only. Glass or crystal objects in the Cone that aren't being worn or carried take 10d8 Thunder damage. Each use of the horn's magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 Force damage to the user and destroys the horn.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "horn-of-valhalla", "fields": {"name": "Horn of Valhalla", "desc": "You can take a Magic action to blow this horn. In response, warrior spirits from the plane of Ysgard appear in unoccupied spaces within 60 feet of you. Each spirit uses the Berserker stat block and returns to Ysgard after 1 hour or when it drops to 0 Hit Points. The spirits look like living, breathing warriors, and they have Immunity to the Charmed and Frightened conditions. Once you use the horn, it can't be used again until 7 days have passed. Four types of Horn of Valhalla are known to exist, each made of a different metal. The horn's type determines how many spirits it summons, as well as the requirement for its use. The GM chooses the horn's type or determines it randomly by rolling on the following table. If you blow the horn without meeting its requirement, the summoned spirits attack you. If you meet the requirement, they are Friendly to you and your allies and follow your commands.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "legendary", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "horseshoes-of-a-zephyr", "fields": {"name": "Horseshoes of a Zephyr", "desc": "These horseshoes come in a set of four. As a Magic action, you can touch one of the horseshoes to the hoof of a horse or similar creature, whereupon the horseshoe affixes itself to the hoof. Removing a horseshoe also takes a Magic action. While all four shoes are affixed to the hooves of a horse or similar creature, they allow the creature to move normally while floating 4 inches above a surface. This effect means the creature can cross or stand above nonsolid or unstable surfaces, such as water or lava. The creature leaves no tracks and ignores Difficult Terrain. In addition, the creature can travel for up to 12 hours a day without gaining Exhaustion levels from extended travel.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "very-rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "horseshoes-of-speed", "fields": {"name": "Horseshoes of Speed", "desc": "These horseshoes come in a set of four. As a Magic action, you can touch one of the horseshoes to the hoof of a horse or similar creature, whereupon the horseshoe affixes itself to the hoof. Removing a horseshoe also takes a Magic action. While all four horseshoes are attached to the same creature, its Speed is increased by 30 feet.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "immovable-rod", "fields": {"name": "Immovable Rod", "desc": "This iron rod has a button on one end. You can take a Utilize action to press the button, which causes the rod to become magically fixed in place. Until you or another creature takes a Utilize action to push the button again, the rod doesn't move, even if it defies gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can take a Utilize action to make a DC 30 Strength (Athletics) check, moving the fixed rod up to 10 feet on a successful check.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "instant-fortress", "fields": {"name": "Instant Fortress", "desc": "As a Magic action, you can place this 1-inch adamantine statuette on the ground and, using a command word, cause it to grow rapidly into a square adamantine tower. Repeating the command word causes the tower to revert to statuette form, which works only if the tower is empty. Each creature in the area where the tower appears is pushed to an unoccupied space outside but next to the tower. Objects in the area that aren't being worn or carried are also pushed clear of the tower. The tower is 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors, with a ladder, staircase, or ramp (your choice) connecting them. This ladder, staircase, or ramp ends at a trapdoor leading to the roof. When created, the tower has a single door at ground level on the side facing you. The door opens only at your command, which you can issue as a Bonus Action. It is immune to the Knock spell and similar magic. Magic prevents the tower from being tipped over. The roof, the door, and the walls each have AC 20; HP 100; Immunity to Bludgeoning, Piercing, and Slashing damage except that which is dealt by siege equipment; and Resistance to all other damage. Shrinking the tower back down to statuette form doesn't repair damage to the tower. Only a Wish spell can repair the tower (this use of the spell counts as replicating a spell of level 8 or lower). Each casting of Wish causes the tower to regain all its Hit Points.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "iron-bands", "fields": {"name": "Iron Bands", "desc": "This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can take a Magic action to throw the sphere at a Huge or smaller creature you can see within 60 feet of yourself. As the sphere moves through the air, it opens into a tangle of metal bands. Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your Proficiency Bonus. On a hit, the target has the Restrained condition until you take a Bonus Action to issue a command that releases it. Doing so or missing with the attack causes the bands to contract and become a sphere once more. A creature that can touch the bands, including the one Restrained, can take an action to make a DC 20 Strength (Athletics) check to break the iron bands. On a successful check, the item is destroyed, and the Restrained creature is freed. On a failed check, any further attempts made by that creature automatically fail until 24 hours have elapsed. Once the bands are used, they can't be used again until the next dawn.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "iron-flask", "fields": {"name": "Iron Flask", "desc": "While holding this brass-stoppered iron flask, you can take a Magic action to target a creature that you can see within 60 feet of yourself. If the flask is empty and the target is native to a plane of existence other than the one you're on, the target must succeed on a DC 17 Wisdom saving throw or be trapped in the flask. If the target has been trapped by the flask before, it has Advantage on the save. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn't age and doesn't need to breathe, eat, or drink. You can take a Magic action to remove the flask's stopper and release the creature in the flask. The creature then obeys your commands for 1 hour, understanding those commands even if it doesn't know the language in which the commands are given. If you issue no commands or give the creature a command that is likely to result in its death or imprisonment, it defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its normal disposition and alignment. An Identify spell reveals if the flask contains a creature, but the only way to determine the type of creature is to open the flask. A newly discovered Iron Flask might already contain a creature chosen by the GM.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "legendary", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "javelin-of-lightning", "fields": {"name": "Javelin of Lightning", "desc": "Each time you make an attack roll with this magic weapon and hit, you can have it deal Lightning damage instead of Piercing damage. Lightning Bolt. When you throw this weapon at a target no farther than 120 feet from you, you can forgo making a ranged attack roll and instead turn the weapon into a bolt of lightning. This bolt forms a 5-foot-wide Line between you and the target. The target and each other creature in the Line (excluding you) makes a DC 13 Dexterity saving throw, taking 4d6 Lightning damage on a failed save or half as much damage on a successful one. Immediately after dealing this damage, the weapon reappears in your hand. This property can't be used again until the next dawn.", "document": 33, "page_no": null, "type": "Weapon", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "lantern-of-revealing", "fields": {"name": "Lantern of Revealing", "desc": "While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding 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 lantern's Bright Light. You can take a Utilize action to lower the hood, reducing the lantern's light to Dim Light in a 5-foot radius.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "luck-blade", "fields": {"name": "Luck Blade", "desc": "You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. While the weapon is on your person, you also gain a +1 bonus to saving throws. Luck. If the weapon is on your person, you can call on its luck (no action required) to reroll one failed D20 Test if you don't have the Incapacitated condition. You must use the second roll. Once used, this property can't be used again until the next dawn. Wish. The weapon has 1d3 charges. While holding it, you can expend 1 charge and cast Wish from it. Once used, this property can't be used again until the next dawn. The weapon loses this property if it has no charges.", "document": 33, "page_no": null, "type": "Weapon", "rarity": "legendary", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "mace-of-disruption", "fields": {"name": "Mace of Disruption", "desc": "When you hit a Fiend or an Undead with this magic weapon, that creature takes an extra 2d6 Radiant damage. If the target has 25 Hit Points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature has the Frightened condition until the end of your next turn. Light. While you hold this weapon, it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.", "document": 33, "page_no": null, "type": "Weapon", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "mace-of-smiting", "fields": {"name": "Mace of Smiting", "desc": "You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The bonus increases to +3 when you use the weapon to attack a Construct. When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 Bludgeoning damage, or 14 Bludgeoning damage if it's a Construct. If a Construct has 25 Hit Points or fewer after taking this damage, it is destroyed.", "document": 33, "page_no": null, "type": "Weapon", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "mace-of-terror", "fields": {"name": "Mace of Terror", "desc": "This magic weapon has 3 charges and regains 1d3 expended charges daily at dawn. While holding the weapon, you can take a Magic action and expend 1 charge to release a wave of terror from it. Each creature of your choice within 30 feet of you must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute. While Frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't make Opportunity Attacks. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can take the Dodge action. At the end of each of its turns, a creature repeats the save, ending the effect on itself on a success.", "document": 33, "page_no": null, "type": "Weapon", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "mantle-of-spell-resistance", "fields": {"name": "Mantle of Spell Resistance", "desc": "You have Advantage on saving throws against spells while you wear this cloak.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "manual-of-bodily-health", "fields": {"name": "Manual of Bodily Health", "desc": "This book contains health and nutrition tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Constitution increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "very-rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "manual-of-gainful-exercise", "fields": {"name": "Manual of Gainful Exercise", "desc": "This book describes fitness exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Strength increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "very-rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "manual-of-golems", "fields": {"name": "Manual of Golems", "desc": "This tome contains information and incantations necessary to make a particular type of golem. The GM chooses the type or determines it randomly by rolling on the accompanying table. To decipher and use the manual, you must be a spellcaster with at least two level 5 spell slots. A creature that can't use a Manual of Golems and attempts to read it takes 6d6 Psychic damage. To create a golem, you must spend the time shown on the table, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay the specified cost to purchase supplies. Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. See \"Monsters\" for the golem's stat block. The golem is under your control, and it understands and obeys your commands.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "very-rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "manual-of-quickness-of-action", "fields": {"name": "Manual of Quickness of Action", "desc": "This book contains coordination and balance exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Dexterity increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "very-rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "marvelous-pigments", "fields": {"name": "Marvelous Pigments", "desc": "This fine wooden box contains 1d4 pots of pigment and a brush (weighing 1 pound in total). Using the brush and expending 1 pot of pigment, you can paint any number of three-dimensional objects and terrain features (such as walls, doors, trees, flowers, weapons, webs, and pits), provided these elements are all confined to a 20-foot Cube. The effort takes 10 minutes (regardless of the number of elements you create), during which time you must remain in the Cube, and requires Concentration. If your Concentration is broken or you leave the Cube before the work is done, all the painted elements vanish, and the pot of pigment is wasted. When the work is done, all the painted objects and terrain features become real. Thus, painting a door on a wall creates an actual door, which can be opened to whatever is beyond. Painting a pit creates a real pit, the entire depth of which must lie within the 20-foot Cube. No object created by a pot of pigment can have a value greater than 25 GP, and the total value of all objects created by a pot of pigment can't exceed 500 GP. If you paint objects of greater value (such as a large pile of gold), they look authentic, but close inspection reveals they're made from paste, cookies, or some other worthless material. If you paint a form of energy such as fire or lightning, the energy dissipates as soon as you complete the painting, doing no harm.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "very-rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "medallion-of-thoughts", "fields": {"name": "Medallion of Thoughts", "desc": "The medallion has 5 charges. While wearing it, you can expend 1 charge to cast Detect Thoughts (save DC 13) from it. The medallion regains 1d4 expended charges daily at dawn.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "mirror-of-life-trapping", "fields": {"name": "Mirror of Life Trapping", "desc": "When this 4-foot-tall, 2-foot-wide mirror is viewed indirectly, its surface shows faint images of creatures. The mirror weighs 50 pounds, and it has AC 11, HP 10, Immunity to Poison and Psychic damage, and Vulnerability to Bludgeoning damage. It shatters and is destroyed when reduced to 0 Hit Points. If the mirror is hanging on a vertical surface and you are within 5 feet of it, you can take a Magic action and use a command word to activate it. It remains activated until you take a Magic action and repeat the command word to deactivate it. Any creature other than you that sees its reflection in the activated mirror while within 30 feet of the mirror must succeed on a DC 15 Charisma saving throw or be trapped, along with anything it is wearing or carrying, in one of the mirror's twelve extradimensional cells. A creature that knows the mirror's nature makes the save with Advantage, and Constructs succeed on the save automatically. An extradimensional cell is an infinite expanse filled with thick fog that reduces visibility to 10 feet. Creatures trapped in the mirror's cells don't age, and they don't need to eat, drink, or sleep. A creature trapped within a cell can escape using magic that permits planar travel. Otherwise, the creature is confined to the cell until freed. If the mirror traps a creature but its twelve extradimensional cells are already occupied, the mirror frees one trapped creature at random to accommodate the new prisoner. A freed creature appears in an unoccupied space within sight of the mirror but facing away from it. If the mirror is shattered, all creatures it contains are freed and appear in unoccupied spaces near it. While within 5 feet of the mirror, you can take a Magic action to name one creature trapped in it or call out a particular cell by number. The creature named or contained in the named cell appears as an image on the mirror's surface. You and the creature can then communicate. In a similar way, you can take a Magic action and use a second command word to free one creature trapped in the mirror. The freed creature appears, along with its possessions, in the unoccupied space nearest to the mirror and facing away from it. Placing the mirror inside an extradimensional space created by a Bag of Holding, 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 and not behind Total Cover 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.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "very-rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "mithral-armor", "fields": {"name": "Mithral Armor", "desc": "Mithral is a light, flexible metal. Armor made of this substance can be worn under normal clothes. If the armor normally imposes Disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.", "document": 33, "page_no": null, "type": "Armor", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "mysterious-deck", "fields": {"name": "Mysterious Deck", "desc": "Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have thirteen cards, but some have twenty-two. Use the appropriate column of the Mysterious Deck table when randomly determining cards drawn from the deck. Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly. Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once. Once a card is drawn, it disappears. Unless the card is the Fool or Jester, the card reappears in the deck, making it possible to draw the same card twice. (Once the Fool or Jester has left the deck, reroll on the table if that card comes up again.) Each card's effect is described below. Balance. You can increase one of your ability scores by 2, to a maximum of 22, provided you also decrease another one of your ability scores by 2. You can't decrease an ability that has a score of 5 or lower. Alternatively, you can choose not to adjust your ability scores, in which case this card has no effect. Comet. The next time you enter combat against one or more Hostile creatures, you can select one of them as your foe when you roll Initiative. If you reduce your foe to 0 Hit Points during that combat, you have Advantage on Death Saving Throws for 1 year. If someone else reduces your chosen foe to 0 Hit Points or you don't choose a foe, this card has no effect. Donjon. You disappear and become entombed in a state of suspended animation in an extradimensional sphere. Everything you're wearing and carrying disappears with you except for Artifacts, which stay behind in the space you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can't be located by any Divination magic, but a Wish spell can reveal the location of your prison. You draw no more cards. Euryale. The card's medusa-like visage curses you. You take a \u22122 penalty to saving throws while cursed in this way. Only a god or the magic of the Fates card can end this curse. Fates. Reality's fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card's magic as soon as you draw the card or at any other time before you die. Flames. A powerful devil becomes your enemy. The devil seeks your ruin and torments you, savoring your suffering before attempting to slay you. This enmity lasts until either you or the devil dies. Fool. You have Disadvantage on D20 Tests for the next 72 hours. Draw another card; this draw doesn't count as one of your declared draws. Gem. Twenty-five pieces of jewelry worth 2,000 GP each or fifty gems worth 1,000 GP each appear at your feet. Jester. You have Advantage on D20 Tests for the next 72 hours, or you can draw two additional cards beyond your declared draws. Key. A Rare or rarer magic weapon with which you are proficient appears on your person. The GM chooses the weapon. Knight. You gain the service of a Knight, who magically appears in an unoccupied space you choose within 30 feet of yourself. The knight has the same alignment as you and serves you loyally until death, believing the two of you have been drawn together by fate. Work with your GM to create a name and backstory for this NPC. The GM can use a different stat block to represent the knight, as desired. Moon. You gain the ability to cast Wish 1d3 times. Puzzle. Permanently reduce your Intelligence or Wisdom by 1d4 + 1 (to a minimum score of 1). You can draw one additional card beyond your declared draws. Rogue. An NPC of the GM's choice becomes Hostile toward you. You don't know the identity of this NPC until they or someone else reveals it. Nothing less than a Wish spell or divine intervention can end the NPC's hostility toward you. Ruin. All forms of wealth that you carry or own, other than magic items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. Any documentation that proves you should own something lost to this card also disappears. Sage. At any time you choose within one year of drawing this card, you can ask a question in meditation and mentally receive a truthful answer to that question. Skull. An Avatar of Death (see the accompanying stat block) appears in an unoccupied space as close to you as possible. The avatar targets only you with its attacks, appearing as a ghostly skeleton clad in a tattered black robe and carrying a spectral scythe. The avatar disappears when it drops to 0 Hit Points or you die. If an ally of yours deals damage to the avatar, that ally summons another Avatar of Death. The new avatar appears in an unoccupied space as close to that ally as possible and targets only that ally with its attacks. You and your allies can each summon only one avatar as a consequence of this draw. A creature slain by an avatar can't be restored to life. Star. Increase one of your ability scores by 2, to a maximum of 24. Sun. A magic item (chosen by the GM) appears on your person. In addition, you gain 10 Temporary Hit Points daily at dawn until you die. Talons. Every magic item you wear or carry disintegrates. Artifacts in your possession vanish instead. Throne. You gain proficiency and Expertise in your choice of History, Insight, Intimidation, or Persuasion. In addition, you gain rightful ownership of a small keep somewhere in the world. However, the keep is currently home to one or more monsters, which must be cleared out before you can claim the keep as yours. Void. Your soul is drawn from your body and contained in an object in a place of the GM's choice. One or more powerful beings guard the place. While your soul is trapped in this way, your body is inert, ceases aging, and requires no food, air, or water. A Wish spell can't return your soul to your body, but the spell reveals the location of the object that holds your soul. You draw no more cards. > ### Avatar of Death > > Medium Undead, Neutral evil > > AC 20 > > Initiative +3 (13) > > HP Half the HP maximum of its summoner > > Speed 60 ft., Fly 60 ft. (hover) > > | Attribute | Score | Mod | Save | > |-----------|-------|-----|------| > | Str | 16 | +3 | +3 | > | Dex | 16 | +3 | +3 | > | Con | 16 | +3 | +3 | > | Int | 16 | +3 | +3 | > | Wis | 16 | +3 | +3 | > | Cha | 16 | +3 | +3 | > > > Immunities Necrotic, Poison; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Unconscious > > Senses Truesight 60 ft., Passive Perception 13 > > Languages All languages known to its summoner > > CR None (XP 0; PB equals its summoner's) > > #### Traits > > Incorporeal Movement. The avatar can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object. > > #### Actions > > Multiattack. The avatar makes a number of Reaping Scythe attacks equal to half the summoner's Proficiency Bonus (rounded up). > > Reaping Scythe. Melee Attack Roll: Automatic hit, reach 5 ft. Hit: 7 (1d8 + 3) Slashing damage plus 4 (1d8) Necrotic damage.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "legendary", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "necklace-of-adaptation", "fields": {"name": "Necklace of Adaptation", "desc": "While wearing this necklace, you can breathe normally in any environment, and you have Advantage on saving throws made to avoid or end the Poisoned condition.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "necklace-of-fireballs", "fields": {"name": "Necklace of Fireballs", "desc": "This necklace has 1d6 + 3 beads hanging from it. You can take a Magic action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a level 3 Fireball (save DC 15). You can hurl multiple beads, or even the whole necklace, at one time. When you do so, increase the damage of the Fireball by 1d6 for each bead after the first (maximum 12d6).", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "necklace-of-prayer-beads", "fields": {"name": "Necklace of Prayer Beads", "desc": "This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. Six types of magic beads exist. The GM decides the type of each bead on the necklace or determines it randomly by rolling on the table below. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a Bonus Action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "nine-lives-stealer", "fields": {"name": "Nine Lives Stealer", "desc": "You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.", "document": 33, "page_no": null, "type": "Weapon", "rarity": "very-rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "oathbow", "fields": {"name": "Oathbow", "desc": "When you nock an arrow on this bow, it whispers in Elvish, \"Swift defeat to my enemies.\" When you use this weapon to make a ranged attack, you can utter or sign the following command words: \"Swift death to you who have wronged me.\" The target of your attack becomes your sworn enemy until it dies or until dawn 7 days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn. When you make a ranged attack roll with this weapon against your sworn enemy, you have Advantage on the roll. In addition, your target gains no benefit from Half Cover or Three-Quarters Cover, and you suffer no Disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 Piercing damage. While your sworn enemy lives, you have Disadvantage on attack rolls with all other weapons.", "document": 33, "page_no": null, "type": "Weapon", "rarity": "very-rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "oil-of-etherealness", "fields": {"name": "Oil of Etherealness", "desc": "One vial of this oil can cover one Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the Etherealness spell for 1 hour. Beads of this cloudy, gray oil form on the outside of its container and quickly evaporate.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "oil-of-sharpness", "fields": {"name": "Oil of Sharpness", "desc": "One vial of this oil can coat one Melee weapon or twenty pieces of ammunition, but only ammunition and Melee weapons that are nonmagical and deal Slashing or Piercing damage are affected. Applying the oil takes 1 minute, after which the oil magically seeps into whatever it coats, turning the coated weapon into a +3 Weapon or the coated ammunition into +3 Ammunition. This clear, gelatinous oil sparkles with tiny, ultrathin silver shards.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "very-rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "oil-of-slipperiness", "fields": {"name": "Oil of Slipperiness", "desc": "One vial of this oil can cover one Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the Freedom of Movement spell for 8 hours. Alternatively, the oil can be poured on the ground as a Magic action, where it covers a 10-foot square, duplicating the effect of the Grease spell in that area for 8 hours. This sticky, black unguent is thick and heavy, but it flows quickly when poured.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "pearl-of-power", "fields": {"name": "Pearl of Power", "desc": "While this pearl is on your person, you can take a Magic action to regain one expended spell slot of level 3 or lower. Once you use the pearl, it can't be used again until the next dawn.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "periapt-of-health", "fields": {"name": "Periapt of Health", "desc": "While wearing this pendant, you can take a Magic action to regain 2d4 + 2 Hit Points. Once used, this property can't be used again until the next dawn. In addition, you have Advantage on saving throws to avoid or end the Poisoned condition while you wear this pendant.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "periapt-of-proof-against-poison", "fields": {"name": "Periapt of Proof against Poison", "desc": "This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, you have Immunity to the Poisoned condition and Poison damage.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "periapt-of-wound-closure", "fields": {"name": "Periapt of Wound Closure", "desc": "While wearing this pendant, you gain the following benefits. Life Preservation. Whenever you make a Death Saving Throw, you can change a roll of 9 or lower to a 10, turning a failed save into a successful one. Natural Healing Boost. Whenever you roll a Hit Point Die to regain Hit Points, double the number of Hit Points it restores.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "philter-of-love", "fields": {"name": "Philter of Love", "desc": "The next time you see a creature within 10 minutes after drinking this philter, you are charmed by that creature and have the Charmed condition for 1 hour. This rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "pipes-of-haunting", "fields": {"name": "Pipes of Haunting", "desc": "These pipes have 3 charges and regain 1d3 expended charges daily at dawn. You can take a Magic action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature of your choice within 30 feet of you must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute. A creature that fails the save repeats it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its save is immune to the effect of these pipes for 24 hours.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "pipes-of-the-sewers", "fields": {"name": "Pipes of the Sewers", "desc": "While these pipes are on your person, ordinary rats and giant rats are Indifferent toward you and won't attack you unless you threaten or harm them. The pipes have 3 charges and regain 1d3 expended charges daily at dawn. If you play the pipes as a Magic action, you can take a Bonus Action to expend 1 to 3 charges, calling forth one Swarm of Rats with each expended charge if enough rats are within half a mile of you to be called in this fashion (as determined by the GM). If there aren't enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren't under your control otherwise. Whenever a Swarm of Rats that isn't under another creature's control comes within 30 feet of you while you are playing the pipes, the swarm makes a DC 15 Wisdom saving throw. On a successful save, the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours. On a failed save, the swarm is swayed by the pipes' music and becomes Friendly to you and your allies for as long as you continue to play the pipes each round as a Magic action. A Friendly swarm obeys your commands. If you issue no commands to a Friendly swarm, it defends itself but otherwise takes no actions. If a Friendly swarm starts its turn more than 30 feet away from you, your control over that swarm ends, and the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "plate-armor-of-etherealness", "fields": {"name": "Plate Armor of Etherealness", "desc": "While you're wearing this armor, you can take a Magic action and use a command word to gain the effect of the Etherealness spell. The spell ends immediately if you remove the armor or take a Magic action to repeat the command word. This property of the armor can't be used again until the next dawn.", "document": 33, "page_no": null, "type": "Armor", "rarity": "legendary", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "portable-hole", "fields": {"name": "Portable Hole", "desc": "This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. You can take a Magic action to unfold a Portable Hole and place it on or against a solid surface, whereupon the Portable Hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane of existence, so it can't be used to create open passages. Any creature inside an open Portable Hole can exit the hole by climbing out of it. You can take a Magic action to close a Portable Hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing. If the hole is folded up, a creature within the hole's extradimensional space can take an action to make a DC 10 Strength (Athletics) check. On a successful check, the creature forces its way out and appears within 5 feet of the Portable Hole. A closed Portable Hole holds enough air for 1 hour of breathing, divided by the number of breathing creatures inside. Placing a Portable Hole 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 and not behind Total Cover 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.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "potion-of-animal-friendship", "fields": {"name": "Potion of Animal Friendship", "desc": "When you drink this potion, you can cast the level 3 version of the Animal Friendship spell (save DC 13). Agitating this potion's muddy liquid brings little bits into view: a fish scale, a hummingbird feather, a cat claw, or a squirrel hair.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "potion-of-clairvoyance", "fields": {"name": "Potion of Clairvoyance", "desc": "When you drink this potion, you gain the effect of the Clairvoyance spell (no Concentration required). An eyeball bobs in this potion's yellowish liquid but vanishes when the potion is opened.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "potion-of-climbing", "fields": {"name": "Potion of Climbing", "desc": "When you drink this potion, you gain a Climb Speed equal to your Speed for 1 hour. During this time, you have Advantage on Strength (Athletics) checks to climb. This potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "common", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "potion-of-diminution", "fields": {"name": "Potion of Diminution", "desc": "When you drink this potion, you gain the \"reduce\" effect of the Enlarge/Reduce spell for 1d4 hours (no Concentration required). The red in the potion's liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails to interrupt this process.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "potion-of-flying", "fields": {"name": "Potion of Flying", "desc": "When you drink this potion, you gain a Fly Speed equal to your Speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "very-rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "potion-of-gaseous-form", "fields": {"name": "Potion of Gaseous Form", "desc": "When you drink this potion, you gain the effect of the Gaseous Form spell for 1 hour (no Concentration required) or until you end the effect as a Bonus Action. This potion's container seems to hold fog that moves and pours like water.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "potion-of-growth", "fields": {"name": "Potion of Growth", "desc": "When you drink this potion, you gain the \"enlarge\" effect of the Enlarge/Reduce spell for 10 minutes (no Concentration required). The red in the potion's liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "potion-of-heroism", "fields": {"name": "Potion of Heroism", "desc": "When you drink this potion, you gain 10 Temporary Hit Points that last for 1 hour. For the same duration, you are under the effect of the Bless spell (no Concentration required). This potion's blue liquid bubbles and steams as if boiling.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "potion-of-invisibility", "fields": {"name": "Potion of Invisibility", "desc": "This potion's container looks empty but feels as though it holds liquid. When you drink the potion, you have the Invisible condition for 1 hour. The effect ends early if you make an attack roll, deal damage, or cast a spell.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "potion-of-mind-reading", "fields": {"name": "Potion of Mind Reading", "desc": "When you drink this potion, you gain the effect of the Detect Thoughts spell (save DC 13) for 10 minutes (no Concentration required). This potion's dense, purple liquid has an ovoid cloud of pink floating in it.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "potion-of-poison", "fields": {"name": "Potion of Poison", "desc": "This concoction looks, smells, and tastes like a Potion of Healing or another beneficial potion. However, it is actually poison masked by illusion magic. Identify reveals its true nature. If you drink this potion, you take 4d6 Poison damage and must succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 1 hour.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "potion-of-resistance", "fields": {"name": "Potion of Resistance", "desc": "When you drink this potion, you have Resistance to one type of damage for 1 hour. The GM chooses the type or determines it randomly by rolling on the following table.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "potion-of-speed", "fields": {"name": "Potion of Speed", "desc": "When you drink this potion, you gain the effect of the Haste spell for 1 minute (no Concentration required) without suffering the wave of lethargy that typically occurs when the effect ends. This potion's yellow fluid is streaked with black and swirls on its own.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "very-rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "potion-of-water-breathing", "fields": {"name": "Potion of Water Breathing", "desc": "You can breathe underwater for 24 hours after drinking this potion. This potion's cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "ring-of-animal-influence", "fields": {"name": "Ring of Animal Influence", "desc": "This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can expend 1 charge to cast one of the following spells (save DC 13) from it: - Animal Friendship - Fear (affects Beasts only) - Speak with Animals", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "ring-of-djinni-summoning", "fields": {"name": "Ring of Djinni Summoning", "desc": "While wearing this ring, you can take a Magic action to summon a particular Djinni from the Elemental Plane of Air. The djinni appears in an unoccupied space you choose within 120 feet of yourself. It remains as long as you maintain Concentration, to a maximum of 1 hour, or until it drops to 0 Hit Points. While summoned, the djinni is Friendly to you and your allies, and it obeys your commands. If you fail to command it, the djinni defends itself against attackers but takes no other actions. After the djinni departs, it can't be summoned again for 24 hours, and the ring becomes nonmagical if the djinni dies. Rings of Djinni Summoning are often created by the djinn they summon and given to mortals as gifts of friendship or tokens of esteem.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "legendary", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "ring-of-elemental-command", "fields": {"name": "Ring of Elemental Command", "desc": "Each Ring of Elemental Command is linked to one of the four Elemental Planes. The GM chooses or randomly determines the linked plane. For example, a Ring of Elemental Command (air) is linked to the Elemental Plane of Air. Every Ring of Elemental Command has the following two properties: Elemental Bane. While wearing the ring, you have Advantage on attack rolls against Elementals and they have Disadvantage on attack rolls against you. Elemental Compulsion. While wearing the ring, you can take a Magic action to try to compel an Elemental you see within 60 feet of yourself. The Elemental makes a DC 18 Wisdom saving throw. On a failed save, the Elemental has the Charmed condition until the start your next turn, and you determine what it does with its move and action on its next turn. Elemental Focus. While wearing the ring, you benefit from additional properties corresponding to the ring's linked Elemental Plane: Air. You know Auran, you have Resistance to Lightning damage, and you have a Fly Speed equal to your Speed and can hover. Earth. You know Terran, and you have Resistance to Acid damage. Terrain composed of rubble, rocks, or dirt isn't Difficult Terrain for you. In addition, you can move through solid earth or rock as if those areas were Difficult Terrain without disturbing the matter through which you pass. If you end your turn in solid earth or rock, you are shunted out to the nearest unoccupied space you last occupied. Fire. You know Ignan, and you have Immunity to Fire damage. Water. You know Aquan, you gain a Swim Speed of 60 feet, and you can breathe underwater. Spellcasting. The ring has 5 charges and regains 1d4 + 1 expended charges daily at dawn. While wearing the ring, you can cast a spell from it. Choose the spell from the list of available spells based on the Elemental Plane the ring is linked to, as shown in the following table. The table indicates how many charges you must expend to cast the spell, which has a save DC of 18.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "legendary", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "ring-of-evasion", "fields": {"name": "Ring of Evasion", "desc": "This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing the ring, you can take a Reaction to expend 1 charge to succeed on that save instead.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "ring-of-feather-falling", "fields": {"name": "Ring of Feather Falling", "desc": "When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "ring-of-free-action", "fields": {"name": "Ring of Free Action", "desc": "While you wear this ring, Difficult Terrain doesn't cost you extra movement. In addition, magic can neither reduce any of your Speeds nor cause you to have the Paralyzed or Restrained condition.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "ring-of-invisibility", "fields": {"name": "Ring of Invisibility", "desc": "While wearing this ring, you can take a Magic action to give yourself the Invisible condition. You remain Invisible until the ring is removed or until you take a Bonus Action to become visible again.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "legendary", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "ring-of-jumping", "fields": {"name": "Ring of Jumping", "desc": "While wearing this ring, you can cast Jump from it, but can target only yourself when you do so.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "ring-of-mind-shielding", "fields": {"name": "Ring of Mind Shielding", "desc": "While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it. You can take a Magic action to cause the ring to become imperceptible until you take another Magic action to make it perceptible, until you remove the ring, or until you die. If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "ring-of-protection", "fields": {"name": "Ring of Protection", "desc": "You gain a +1 bonus to Armor Class and saving throws while wearing this ring.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "ring-of-regeneration", "fields": {"name": "Ring of Regeneration", "desc": "While wearing this ring, you regain 1d6 Hit Points every 10 minutes if you have at least 1 Hit Point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 Hit Point the whole time.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "very-rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "ring-of-resistance", "fields": {"name": "Ring of Resistance", "desc": "You have Resistance to one damage type while wearing this ring. The gemstone in the ring indicates the type, which the GM chooses or determines randomly by rolling on the following table.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "ring-of-shooting-stars", "fields": {"name": "Ring of Shooting Stars", "desc": "You can cast Dancing Lights or Light from the ring. The ring has 6 charges and regains 1d6 expended charges daily at dawn. You can expend its charges to use the properties below. Faerie Fire. You can expend 1 charge to cast Faerie Fire from the ring. Lightning Spheres. You can expend 2 charges as a Magic action to create up to four 3-foot-diameter spheres of lightning. Each sphere appears in an unoccupied space you can see within 120 feet of yourself. The spheres last as long as you maintain Concentration, up to 1 minute. Each sphere sheds Dim Light in a 30-foot radius. As a Bonus Action, you can move each sphere up to 30 feet, but no farther than 120 feet away from yourself. The first time the sphere comes within 5 feet of a creature other than you that isn't behind Total Cover, the sphere discharges lightning at that creature and disappears. That creature makes a DC 15 Dexterity saving throw. On a failed save, the creature takes Lightning damage based on the number of spheres you created, as shown in the following table. On a successful save, the creature takes half as much damage. Shooting Stars. You can expend 1 to 3 charges as a Magic action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of yourself. Each creature in a 15-foot Cube originating from that point is showered in sparks and makes a DC 15 Dexterity saving throw, taking 5d4 Radiant damage on a failed save or half as much damage on a successful one.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "very-rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "ring-of-spell-storing", "fields": {"name": "Ring of Spell Storing", "desc": "This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 \u2212 1 levels of stored spells chosen by the GM. Any creature can cast a spell of level 1 through 5 into the ring by touching the ring as the spell is cast. The spell has no effect other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "ring-of-spell-turning", "fields": {"name": "Ring of Spell Turning", "desc": "While wearing this ring, you have Advantage on saving throws against spells. If you succeed on the save for a spell of level 7 or lower, the spell has no effect on you. If that spell targeted only you and didn't create an area of effect, you can take a Reaction to deflect the spell back at the spell's caster; the caster must make a saving throw against the spell using their own spell save DC.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "legendary", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "ring-of-swimming", "fields": {"name": "Ring of Swimming", "desc": "You have a Swim Speed of 40 feet while wearing this ring.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "ring-of-the-ram", "fields": {"name": "Ring of the Ram", "desc": "This ring has 3 charges and regains 1d3 expended charges daily at dawn. While wearing the ring, you can take a Magic action to expend 1 to 3 charges to make a ranged spell attack against one creature you can see within 60 feet of yourself. The ring produces a spectral ram's head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 Force damage and is pushed 5 feet away from you. Alternatively, you can expend 1 to 3 of the ring's charges as a Magic action to try to break a nonmagical object you can see within 60 feet of yourself that isn't being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "ring-of-three-wishes", "fields": {"name": "Ring of Three Wishes", "desc": "While wearing this ring, you can expend 1 of its 3 charges to cast Wish from it. The ring becomes nonmagical when you use the last charge.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "legendary", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "ring-of-warmth", "fields": {"name": "Ring of Warmth", "desc": "If you take Cold damage while wearing this ring, the ring reduces the damage you take by 2d8. In addition, while wearing this ring, you and everything you wear and carry are unharmed by temperatures of 0 degrees Fahrenheit or lower.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "ring-of-water-walking", "fields": {"name": "Ring of Water Walking", "desc": "While wearing this ring, you cast Water Walk from it, targeting only yourself.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "ring-of-x-ray-vision", "fields": {"name": "Ring of X-ray Vision", "desc": "While wearing this ring, you can take a Magic action to gain X-ray vision with a range of 30 feet for 1 minute. To you, solid objects within that radius appear transparent and don't prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances or a thin sheet of lead block the vision. Whenever you use the ring again before taking a Long Rest, you must succeed on a DC 15 Constitution saving throw or gain 1 Exhaustion level.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "robe-of-eyes", "fields": {"name": "Robe of Eyes", "desc": "This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits: All-Around Vision. The robe gives you Advantage on Wisdom (Perception) checks that rely on sight. Special Senses. You have Darkvision and Truesight, both with a range of 120 feet. Drawbacks. A Light spell cast on the robe or a Daylight spell cast within 5 feet of the robe gives you the Blinded condition for 1 minute. At the end of each of your turns, you make a Constitution saving throw (DC 11 for Light or DC 15 for Daylight), ending the condition on yourself on a success.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "robe-of-scintillating-colors", "fields": {"name": "Robe of Scintillating Colors", "desc": "This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can take a Magic action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet, and creatures that can see you have Disadvantage on attack rolls against you. Any creature in the Bright Light that can see you when the robe's power is activated must succeed on a DC 15 Wisdom saving throw or have the Stunned condition until the effect ends.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "very-rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "robe-of-stars", "fields": {"name": "Robe of Stars", "desc": "This black or dark-blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it. Six stars, located on the robe's upper-front portion, are particularly large. While wearing this robe, you can take a Magic action to remove one of the stars and expend it to cast the level 5 version of Magic Missile. Daily at dusk, 1d6 removed stars reappear on the robe. While you wear the robe, you can take a Magic action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you take a Magic action to return to the plane you were on. You reappear in the last space you occupied or, if that space is occupied, the nearest unoccupied space.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "very-rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "robe-of-the-archmagi", "fields": {"name": "Robe of the Archmagi", "desc": "This elegant garment is made from exquisite cloth and adorned with runes. You gain these benefits while wearing the robe. Armor. If you aren't wearing armor, your base Armor Class is 15 plus your Dexterity modifier. Magic Resistance. You have Advantage on saving throws against spells and other magical effects. War Mage. Your spell save DC and spell attack bonus each increase by 2.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "legendary", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "robe-of-useful-items", "fields": {"name": "Robe of Useful Items", "desc": "This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can take a Magic action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment. The robe has two of each of the following patches: - Bullseye Lantern (filled and lit) - Dagger - Mirror - Pole - Rope (coiled) - Sack In addition, the robe has 4d4 other patches. The GM chooses the patches or determines them randomly by rolling on the following table.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "rod-of-absorption", "fields": {"name": "Rod of Absorption", "desc": "While holding this rod, you can take a Reaction to absorb a spell that is targeting only you and doesn't create an area of effect. The absorbed spell's effect is canceled, and the spell's energy\u2014not the spell itself\u2014is stored in the rod. The energy has the same level as the spell when it was cast. A canceled spell dissipates with no effect, and any resources used to cast it are wasted. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can't absorb more. If you are targeted by a spell that the rod can't store, the rod has no effect on that spell. When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence and how many levels of spell energy it currently has stored. If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of level 5. You use the stored levels in place of your slots but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a level 3 spell slot. A newly found rod typically has 1d10 levels of spell energy stored in it. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "very-rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "rod-of-alertness", "fields": {"name": "Rod of Alertness", "desc": "This rod has the following properties. Alertness. While holding the rod, you have Advantage on Wisdom (Perception) checks and on Initiative rolls. Spells. While holding the rod, you can cast the following spells from it: - Detect Evil and Good - Detect Magic - Detect Poison and Disease - See Invisibility Protective Aura. As a Magic action, you can plant the haft end of the rod in the ground, whereupon the rod's head sheds Bright Light in a 60-foot radius and Dim Light for an additional 60 feet. While in that Bright Light, you and your allies gain a +1 bonus to Armor Class and saving throws and can sense the location of any Invisible creature that is also in the Bright Light. The rod's head stops glowing and the effect ends after 10 minutes or when a creature takes a Magic action to pull the rod from the ground. Once used, this property can't be used again until the next dawn.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "very-rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "rod-of-lordly-might", "fields": {"name": "Rod of Lordly Might", "desc": "This rod has a flanged head, and it functions as a magic Mace that grants a +3 bonus to attack rolls and damage rolls made with it. The rod has properties associated with six different buttons that are set in a row along the haft. It has three other properties as well, detailed below. Buttons. You can press one of the following buttons as a Bonus Action; a button's effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form: Button 1. A fiery blade sprouts from the end opposite the rod's flanged head. The flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet, and the blade functions as a magic Longsword or Shortsword (your choice) that deals an extra 2d6 Fire damage on a hit. Button 2. The rod's flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic Battleaxe that grants a +3 bonus to attack rolls and damage rolls made with it. Button 3. The rod's flanged head folds down, a spear point springs from the rod's tip, and the rod's handle lengthens into a 6-foot haft, transforming the rod into a magic Spear that grants a +3 bonus to attack rolls and damage rolls made with it. Button 4. The rod transforms into a climbing pole up to 50 feet long (you specify the length), though the rod's buttons remain within your reach. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form. Button 5. The rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength (Athletics) checks made to break through doors, barricades, and other barriers. Button 6. The rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or your height above it. Drain Life. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failed save, the target takes an extra 4d6 Necrotic damage, and you regain a number of Hit Points equal to half that Necrotic damage. Once used, this property can't be used again until the next dawn. Paralyze. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failed save, the target has the Paralyzed condition for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on a success. Once used, this property can't be used again until the next dawn. Terrify. While holding the rod, you can take a Magic action to force each creature you can see within 30 feet of yourself to make a DC 17 Wisdom saving throw. On a failed save, a target has the Frightened condition for 1 minute. A Frightened target repeats the save at the end of each of its turns, ending the effect on itself on a success. Once used, this property can't be used again until the next dawn.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "legendary", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "rod-of-rulership", "fields": {"name": "Rod of Rulership", "desc": "You can take a Magic action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of yourself. Each target must succeed on a DC 15 Wisdom saving throw or have the Charmed condition for 8 hours. While Charmed in this way, the creature regards you as its trusted leader. If harmed by you or your allies or commanded to do something contrary to its nature, a target ceases to be Charmed in this way. Once used, this property can't be used again until the next dawn.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "rod-of-security", "fields": {"name": "Rod of Security", "desc": "While holding this rod, you can take a Magic action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a demiplane. You choose the form the demiplane takes. It could be a tranquil garden, a cheery tavern, an immense palace, a tropical island, a fantastic carnival, or whatever else you can imagine. Regardless of its nature, the demiplane contains enough water and food to sustain its visitors, and the demiplane's environment can't harm its occupants. Everything else that can be interacted with there can exist only there. For example, a flower picked from a garden there disappears if it is taken outside the demiplane. For each hour spent in the demiplane, a visitor regains Hit Points as if it had spent 1 Hit Point Die. Also, creatures don't age while there, although time passes normally. Visitors can remain there for up to 200 days divided by the number of creatures present (round down). When the time runs out or you take a Magic action to end the effect, all visitors reappear in the location they occupied when you activated the rod or an unoccupied space nearest that location. Once used, this property can't be used again until 10 days have passed.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "very-rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "rope-of-climbing", "fields": {"name": "Rope of Climbing", "desc": "This 60-foot length of rope can hold up to 3,000 pounds. While holding one end of the rope, you can take a Magic action to command the other end of the rope to animate and move toward a destination you choose, up to the rope's length away from you. That end moves 10 feet on your turn when you first command it and 10 feet at the start of each of your subsequent turns until reaching its destination or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying. If you tell the rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants Advantage on ability checks made to climb using the rope. The rope has AC 20, HP 20, and Immunity to Poison and Psychic damage. It regains 1 Hit Point every 5 minutes as long as it has at least 1 Hit Point. If the rope drops to 0 Hit Points, it is destroyed.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "rope-of-entanglement", "fields": {"name": "Rope of Entanglement", "desc": "This rope is 30 feet long. While holding one end of the rope, you can take a Magic action to command the other end to dart forward and entangle one creature you can see within 20 feet of yourself. The target must succeed on a DC 15 Dexterity saving throw or have the Restrained condition. You can release the target by letting go of your end of the rope (causing the rope to coil up in the target's space) or by using a Bonus Action to repeat the command (causing the rope to coil up in your hand). A target Restrained by the rope can take an action to make its choice of a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check. On a successful check, the target is no longer Restrained by the rope. If you're still holding onto the rope when a target escapes from it, you can take a Reaction to command the rope to coil up in your hand; otherwise, the rope coils up in the target's space. The rope has AC 20, HP 20, and Immunity to Poison and Psychic damage. It regains 1 Hit Point every 5 minutes as long as it has at least 1 Hit Point. If the rope drops to 0 Hit Points, it is destroyed.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "scarab-of-protection", "fields": {"name": "Scarab of Protection", "desc": "This beetle-shaped medallion provides three benefits while it is on your person. Defense. You gain a +1 bonus to Armor Class. Preservation. The scarab has 12 charges. If you fail a saving throw against a Necromancy spell or a harmful effect originating from an Undead, you can take a Reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and is destroyed when its last charge is expended. Spell Resistance. You have Advantage on saving throws against spells.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "legendary", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "scimitar-of-speed", "fields": {"name": "Scimitar of Speed", "desc": "You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. In addition, you can make one attack with it as a Bonus Action on each of your turns.", "document": 33, "page_no": null, "type": "Weapon", "rarity": "very-rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "shield-1-2-or-3", "fields": {"name": "Shield, +1, +2, or +3", "desc": "While holding this Shield, you have a bonus to Armor Class determined by the Shield's rarity, in addition to the Shield's normal bonus to AC.", "document": 33, "page_no": null, "type": "Armor", "rarity": "very-rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "shield-of-missile-attraction", "fields": {"name": "Shield of Missile Attraction", "desc": "While holding this Shield, you have Resistance to damage from attacks made with Ranged weapons. Curse. This Shield is cursed. Attuning to it curses you until you are targeted by a Remove Curse spell or similar magic. Removing the Shield fails to end the curse on you. Whenever an attack with a Ranged weapon targets a creature within 10 feet of you, the curse causes you to become the target instead.", "document": 33, "page_no": null, "type": "Armor", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "slippers-of-spider-climbing", "fields": {"name": "Slippers of Spider Climbing", "desc": "While you wear these light shoes, you can move up, down, and across vertical surfaces and along ceilings, while leaving your hands free. You have a Climb Speed equal to your Speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "sovereign-glue", "fields": {"name": "Sovereign Glue", "desc": "This viscous, milky-white substance can form a permanent adhesive bond between any two objects. It must be stored in a jar or flask that has been coated inside with Oil of Slipperiness. When found, a container contains 1d6 + 1 ounces. One ounce of the glue can cover a 1-foot square surface. Applying an ounce of Sovereign Glue takes a Utilize action, and the applied glue takes 1 minute to set. Once it has done so, the bond it creates can be broken only by the application of Universal Solvent or Oil of Etherealness, or with a Wish spell.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "legendary", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "spellguard-shield", "fields": {"name": "Spellguard Shield", "desc": "While holding this Shield, you have Advantage on saving throws against spells and other magical effects, and spell attack rolls have Disadvantage against you.", "document": 33, "page_no": null, "type": "Armor", "rarity": "very-rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "sphere-of-annihilation", "fields": {"name": "Sphere of Annihilation", "desc": "This 2-foot-diameter black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it. The sphere obliterates all matter it passes through and all matter that passes through it. Artifacts are the exception. Unless an Artifact is susceptible to damage from a Sphere of Annihilation, it passes through the sphere unscathed. Anything else that touches the sphere but isn't wholly engulfed and obliterated by it takes 8d10 Force damage. Controlling the Sphere. A Sphere of Annihilation is stationary until someone takes control of it. If you are within 60 feet of a sphere, you can take a Magic action to make a DC 25 Intelligence (Arcana) check. On a successful check, you control the sphere until the start of your next turn, and if it was under another creature's control, that creature loses control of the sphere. On a failed check, the sphere moves 10 feet toward you in a straight line. While in control of the sphere, you can take a Bonus Action to cause it to move in one direction of your choice, up to a number of feet equal to 5 times your Intelligence modifier (minimum 5 feet). Any creature whose space the sphere enters must succeed on a DC 19 Dexterity saving throw or be touched by it, taking 8d10 Force damage. A creature reduced to 0 Hit Points by this damage is obliterated, leaving its possessions behind but no other physical remains. Sphere Interactions. If the sphere comes into contact with a planar portal (such as that created by the Gate spell) or an extradimensional space (such as that within a Portable Hole), the GM determines randomly what happens using the following table.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "legendary", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "staff-of-charming", "fields": {"name": "Staff of Charming", "desc": "This staff has 10 charges. While holding the staff, you can use any of its properties: Cast Spell. You can expend 1 of the staff's charges to cast Charm Person, Command, or Comprehend Languages from it using your spell save DC. Reflect Enchantment.* If you succeed on a saving throw against an Enchantment spell that targets only you, you can take a Reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell. Resist Enchantment. If you fail a saving throw against an Enchantment spell that targets only you, you can turn your failed save into a successful one. You can't use this property of the staff again until the next dawn. Regaining Charges. The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff crumbles to dust and is destroyed.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "staff-of-fire", "fields": {"name": "Staff of Fire", "desc": "You have Resistance to Fire damage while you hold this staff. Spells. The staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell. Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff crumbles into cinders and is destroyed.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "very-rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "staff-of-frost", "fields": {"name": "Staff of Frost", "desc": "You have Resistance to Cold damage while you hold this staff. Spells. The staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell. Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff turns to water and is destroyed.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "very-rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "staff-of-healing", "fields": {"name": "Staff of Healing", "desc": "This staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spellcasting ability modifier. The table indicates how many charges you must expend to cast the spell. Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff vanishes in a flash of light, lost forever.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "staff-of-power", "fields": {"name": "Staff of Power", "desc": "This staff has 20 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls. Spells. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell. Regaining Charges. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff retains its +2 bonus to attack rolls and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges. Retributive Strike. You can take a Magic action to break the staff over your knee or against a solid surface. The staff is destroyed and releases its magic in an explosion that fills a 30-foot Emanation originating from itself. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take Force damage equal to 16 times the number of charges in the staff. Each other creature in the area makes a DC 17 Dexterity saving throw. On a failed save, a creature takes Force damage equal to 4 times the number of charges in the staff. On a successful save, a creature takes half as much damage.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "very-rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "staff-of-striking", "fields": {"name": "Staff of Striking", "desc": "This staff can be wielded as a magic Quarterstaff that grants a +3 bonus to attack rolls and damage rolls made with it. The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 charges. For each charge you expend, the target takes an extra 1d6 Force damage. Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff becomes a nonmagical Quarterstaff.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "very-rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "staff-of-swarming-insects", "fields": {"name": "Staff of Swarming Insects", "desc": "This staff has 10 charges. Insect Cloud. While holding the staff, you can take a Magic action and expend 1 charge to cause a swarm of harmless flying insects to fill a 30-foot Emanation originating from you. The insects remain for 10 minutes, making the area Heavily Obscured for creatures other than you. A strong wind (like that created by Gust of Wind) disperses the swarm and ends the effect. Spells. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC and spell attack modifier. The table indicates how many charges you must expend to cast the spell. Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, a swarm of insects consumes and destroys the staff, then disperses.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "staff-of-the-magi", "fields": {"name": "Staff of the Magi", "desc": "This staff has 50 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls. Spell Absorption. While holding the staff, you have Advantage on saving throws against spells. In addition, you can take a Reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell's level. However, if doing so brings the staff's total number of charges above 50, the staff explodes as if you activated its Retributive Strike (see below). Spells. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell. Regaining Charges. The staff regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 20, the staff regains 1d12 + 1 charges. Retributive Strike. You can take a Magic action to break the staff over your knee or against a solid surface. The staff is destroyed and releases its magic in an explosion that fills a 30-foot Emanation originating from itself. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take Force damage equal to 16 times the number of charges in the staff. Each other creature in the area makes a DC 17 Dexterity saving throw. On a failed save, a creature takes Force damage equal to 6 times the number of charges in the staff. On a successful save, a creature takes half as much damage.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "legendary", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "staff-of-the-python", "fields": {"name": "Staff of the Python", "desc": "As a Magic action, you can throw this staff so that it lands in an unoccupied space within 10 feet of you, causing the staff to become a Giant Constrictor Snake in that space. The snake is under your control and shares your Initiative count, taking its turn immediately after yours. On your turn, you can mentally command the snake (no action required) if it is within 60 feet of you and you don't have the Incapacitated condition. You decide what action the snake takes and where it moves during its turn, or you can issue it a general command, such as to attack your enemies or guard a location. Absent commands from you, the snake defends itself. As a Bonus Action, you can command the snake to revert to staff form in its current space, and you can't use the staff's property again for 1 hour. If the snake is reduced to 0 Hit Points, it dies and reverts to its staff form; the staff then shatters and is destroyed. If the snake reverts to staff form before losing all its Hit Points, it regains all of them.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "staff-of-the-woodlands", "fields": {"name": "Staff of the Woodlands", "desc": "This staff has 6 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls. Spells. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell. Tree Form. You can take a Magic action to plant one end of the staff in earth in an unoccupied space and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of Transmutation magic that can be discerned with the Detect Magic spell. While touching the tree and using a Magic action, you return the staff to its normal form. Any creature in the tree falls when the tree reverts to a staff. Regaining Charges. The staff regains 1d6 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff loses its properties and becomes a nonmagical Quarterstaff.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "staff-of-thunder-and-lightning", "fields": {"name": "Staff of Thunder and Lightning", "desc": "This staff can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. It also has the following additional properties. Once one of these properties is used, it can't be used again until the next dawn. Lightning. When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 Lightning damage (no action required). Thunder. When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder audible out to 300 feet (no action required). The target you hit must succeed on a DC 17 Constitution saving throw or have the Stunned condition until the end of your next turn. Thunder and Lightning. Immediately after you hit with a melee attack using the staff, you can take a Bonus Action to use the Lightning and Thunder properties (see above) at the same time. Doing so doesn't expend the daily use of those properties, only the use of this one. Lightning Strike. You can take a Magic action to cause a bolt of lightning to leap from the staff's tip in a Line that is 5 feet wide and 120 feet long. Each creature in that Line makes a DC 17 Dexterity saving throw, taking 9d6 Lightning damage on a failed save or half as much damage on a successful one. Thunderclap. You can take a Magic action to cause the staff to produce a thunderclap audible out to 600 feet. Every creature within a 60-foot Emanation originating from you makes a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 Thunder damage and has the Deafened condition for 1 minute. On a successful save, a creature takes half as much damage only.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "very-rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "staff-of-withering", "fields": {"name": "Staff of Withering", "desc": "This staff has 3 charges and regains 1d3 expended charges daily at dawn. The staff can be wielded as a magic Quarterstaff. On a hit, it deals damage as a normal Quarterstaff, and you can expend 1 charge to deal an extra 2d10 Necrotic damage to the target and force it to make a DC 15 Constitution saving throw. On a failed save, the target has Disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "stone-of-controlling-earth-elementals", "fields": {"name": "Stone of Controlling Earth Elementals", "desc": "While touching this 5-pound stone to the ground, you can take a Magic action to summon an Earth Elemental. The elemental appears in an unoccupied space you choose within 30 feet of yourself, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The stone can't be used this way again until the next dawn.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "stone-of-good-luck-luckstone", "fields": {"name": "Stone of Good Luck (Luckstone)", "desc": "While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "sun-blade", "fields": {"name": "Sun Blade", "desc": "This item appears to be a sword hilt. Blade of Radiance. While grasping the hilt, you can take a Bonus Action to cause a blade of pure radiance to spring into existence or make the blade disappear. While the blade exists, this magic weapon functions as a Longsword with the Finesse property. If you are proficient with Longswords or Shortswords, you are proficient with the Sun Blade. You gain a +2 bonus to attack rolls and damage rolls made with this weapon, which deals Radiant damage instead of Slashing damage. When you hit an Undead with it, that target takes an extra 1d8 Radiant damage. Sunlight. The sword's luminous blade emits Bright Light in a 15-foot radius and Dim Light for an additional 15 feet. The light is sunlight. While the blade persists, you can take a Magic action to expand or reduce its radius of Bright Light and Dim Light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.", "document": 33, "page_no": null, "type": "Weapon", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "sword-of-life-stealing", "fields": {"name": "Sword of Life Stealing", "desc": "When you attack a creature with this magic weapon and roll a 20 on the d20 for the attack roll, that target takes an extra 15 Necrotic damage if it isn't a Construct or an Undead, and you gain Temporary Hit Points equal to the amount of Necrotic damage taken.", "document": 33, "page_no": null, "type": "Weapon", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "sword-of-sharpness", "fields": {"name": "Sword of Sharpness", "desc": "When you attack an object with this magic weapon and hit, maximize your weapon damage dice against the target. When you attack a creature with this weapon and roll a 20 on the d20 for the attack roll, that target takes an extra 14 Slashing damage and gains 1 Exhaustion level.", "document": 33, "page_no": null, "type": "Weapon", "rarity": "very-rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "sword-of-wounding", "fields": {"name": "Sword of Wounding", "desc": "When you hit a creature with an attack using this magic weapon, the target takes an extra 2d6 Necrotic damage and must succeed on a DC 15 Constitution saving throw or be unable to regain Hit Points for 1 hour. The target repeats the save at the end of each of its turns, ending the effect on itself on a success.", "document": 33, "page_no": null, "type": "Weapon", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "talisman-of-pure-good", "fields": {"name": "Talisman of Pure Good", "desc": "This talisman is a mighty symbol of goodness. A Fiend or an Undead that touches the talisman takes 8d6 Radiant damage and takes the damage again each time it ends its turn holding or carrying the talisman. Holy Symbol. You can use the talisman as a Holy Symbol. You gain a +2 bonus to spell attack rolls while you wear or hold it. Pure Rebuke. The talisman has 7 charges. While wearing or holding the talisman, you can take a Magic action to expend 1 charge and target one creature you can see on the ground within 120 feet of yourself. A flaming fissure opens under the target, and the target makes a DC 20 Dexterity saving throw. If the target is a Fiend or an Undead, it has Disadvantage on the save. On a failed save, the target falls into the fissure and is destroyed, leaving no remains. On a successful save, the target isn't cast into the fissure but takes 4d6 Psychic damage from the ordeal. In either case, the fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman disperses into motes of golden light and is destroyed.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "legendary", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "talisman-of-the-sphere", "fields": {"name": "Talisman of the Sphere", "desc": "While holding or wearing this talisman, you have Advantage on any Intelligence (Arcana) check you make to control a Sphere of Annihilation. In addition, when you start your turn in control of a Sphere of Annihilation, you can take a Magic action to move it 10 feet plus a number of additional feet equal to 10 times your Intelligence modifier. This movement doesn't have to be in a straight line.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "legendary", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "talisman-of-ultimate-evil", "fields": {"name": "Talisman of Ultimate Evil", "desc": "This item symbolizes unrepentant evil. A creature that isn't a Fiend or an Undead that touches the talisman takes 8d6 Necrotic damage and takes the damage again each time it ends its turn holding or carrying the talisman. Holy Symbol. You can use the talisman as a Holy Symbol. You gain a +2 bonus to spell attack rolls while you wear or hold it. Ultimate End. The talisman has 6 charges. While wearing or holding the talisman, you can take a Magic action to expend 1 charge and target one creature you can see on the ground within 120 feet of yourself. A flaming fissure opens under the target, and the target makes a DC 20 Dexterity saving throw. If the target is a Celestial, it has Disadvantage on the save. On a failed save, the target falls into the fissure and is destroyed, leaving no remains. On a successful save, the target isn't cast into the fissure but takes 4d6 Psychic damage from the ordeal. In either case, the fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman dissolves into foul-smelling slime and is destroyed.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "legendary", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "tome-of-clear-thought", "fields": {"name": "Tome of Clear Thought", "desc": "This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Intelligence increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "very-rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "tome-of-leadership-and-influence", "fields": {"name": "Tome of Leadership and Influence", "desc": "This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Charisma increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "very-rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "tome-of-understanding", "fields": {"name": "Tome of Understanding", "desc": "This book contains intuition and insight exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Wisdom increases by 2, to a maximum of 30. The manual then loses its magic, but regains it in a century.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "very-rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "trident-of-fish-command", "fields": {"name": "Trident of Fish Command", "desc": "This magic weapon has 3 charges, and it regains 1d3 expended charges daily at dawn. While you carry it, you can expend 1 charge to cast Dominate Beast (save DC 15) from it on a Beast that has a Swim Speed.", "document": 33, "page_no": null, "type": "Weapon", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "universal-solvent", "fields": {"name": "Universal Solvent", "desc": "This tube holds milky liquid with a strong alcohol smell. When found, a tube contains 1d6 + 1 ounces. You can take a Utilize action to pour 1 or more ounces of solvent from the tube onto a surface within reach. Each ounce instantly dissolves up to 1 square foot of adhesive it touches, including Sovereign Glue.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "legendary", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "vicious-weapon", "fields": {"name": "Vicious Weapon", "desc": "This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage.", "document": 33, "page_no": null, "type": "Weapon", "rarity": "rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "vorpal-sword", "fields": {"name": "Vorpal Sword", "desc": "You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. In addition, the weapon ignores Resistance to Slashing damage. When you use this weapon to attack a creature that has at least one head and roll a 20 on the d20 for the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it has Immunity to Slashing damage, if it doesn't have or need a head, or if the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 30 Slashing damage from the hit. If the creature has Legendary Resistance, it can expend one daily use of that trait to avoid losing its head, taking the extra damage instead.", "document": 33, "page_no": null, "type": "Weapon", "rarity": "legendary", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "wand-of-binding", "fields": {"name": "Wand of Binding", "desc": "This wand has 7 charges. Spells. While holding the wand, you can cast one of the spells (save DC 17) on the following table from it. The table indicates how many charges you must expend to cast the spell. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "wand-of-enemy-detection", "fields": {"name": "Wand of Enemy Detection", "desc": "This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge. For 1 minute, you know the direction of the nearest creature Hostile to you within 60 feet, but not its distance from you. The wand can sense the presence of Hostile creatures that are Invisible, ethereal, disguised, or hidden, as well as those in plain sight. The effect ends if you stop holding the wand. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "wand-of-fireballs", "fields": {"name": "Wand of Fireballs", "desc": "This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Fireball (save DC 15) from it. For 1 charge, you cast the level 3 version of the spell. You can increase the spell's level by 1 for each additional charge you expend. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "wand-of-lightning-bolts", "fields": {"name": "Wand of Lightning Bolts", "desc": "This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Lightning Bolt (save DC 15) from it. For 1 charge, you cast the level 3 version of the spell. You can increase the spell's level by 1 for each additional charge you expend. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "wand-of-magic-detection", "fields": {"name": "Wand of Magic Detection", "desc": "This wand has 3 charges. While holding it, you can expend 1 charge to cast Detect Magic from it. The wand regains 1d3 expended charges daily at dawn.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "wand-of-magic-missiles", "fields": {"name": "Wand of Magic Missiles", "desc": "This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Magic Missile from it. For 1 charge, you cast the level 1 version of the spell. You can increase the spell's level by 1 for each additional charge you expend. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "wand-of-paralysis", "fields": {"name": "Wand of Paralysis", "desc": "This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of yourself. The target must succeed on a DC 15 Constitution saving throw or have the Paralyzed condition for 1 minute. At the end of each of the target's turns, it repeats the save, ending the effect on itself on a success. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "wand-of-polymorph", "fields": {"name": "Wand of Polymorph", "desc": "This wand has 7 charges. While holding it, you can expend 1 charge to cast Polymorph (save DC 15) from it. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "very-rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "wand-of-secrets", "fields": {"name": "Wand of Secrets", "desc": "This wand has 3 charges and regains 1d3 expended charges daily at dawn. While holding it, you can take a Magic action to expend 1 charge, and if a secret door or trap is within 60 feet of you, the wand pulses and points at the one nearest to you.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "wand-of-the-war-mage-1-2-or-3", "fields": {"name": "Wand of the War Mage, +1, +2, or +3", "desc": "While holding this wand, you gain a bonus to spell attack rolls determined by the wand's rarity. In addition, you ignore Half Cover when making a spell attack roll.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "very-rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "wand-of-web", "fields": {"name": "Wand of Web", "desc": "This wand has 7 charges. While holding it, you can expend 1 charge to cast Web (save DC 13) from it. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "wand-of-wonder", "fields": {"name": "Wand of Wonder", "desc": "This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge while choosing a point within 120 feet of yourself. That location becomes the point of origin of a spell or other magical effect determined by rolling on the Wand of Wonder Effects table. Spells cast from the wand have a save DC of 15. If a spell's maximum range is normally less than 120 feet, it becomes 120 feet when cast from the wand. If an effect has multiple possible subjects, the GM determines randomly which among them are affected. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into dust and is destroyed.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "weapon-1-2-or-3", "fields": {"name": "Weapon, +1, +2, or +3", "desc": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": 33, "page_no": null, "type": "Weapon", "rarity": "very-rare", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "weapon-of-warning", "fields": {"name": "Weapon of Warning", "desc": "As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits. Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep. Supernatural Readiness. Each subject has Advantage on its Initiative rolls.", "document": 33, "page_no": null, "type": "Weapon", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "well-of-many-worlds", "fields": {"name": "Well of Many Worlds", "desc": "This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. You can take a Magic action to unfold the Well of Many Worlds and place it on a solid surface, whereupon it forms a two-way, 6-foot-diameter, circular portal to another world or plane of existence. Each time the item opens a portal, the GM decides where it leads. The portal remains open until a creature within 5 feet of it takes a Magic action to close it by taking hold of the edges of the cloth and folding it up. Once the Well of Many Worlds has opened a portal, it can't do so again for 1d8 hours.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "legendary", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "wind-fan", "fields": {"name": "Wind Fan", "desc": "While holding this fan, you can cast Gust of Wind (save DC 13) from it. Each subsequent time the fan is used before the next dawn, it has a cumulative 20 percent chance of not working; if the fan fails to work, it tears into useless, nonmagical tatters.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "winged-boots", "fields": {"name": "Winged Boots", "desc": "These boots have 4 charges and regain 1d4 expended charges daily at dawn. While wearing the boots, you can take a Magic action to expend 1 charge, gaining a Fly Speed of 30 feet for 1 hour. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "uncommon", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}, {"model": "api.magicitem", "pk": "wings-of-flying", "fields": {"name": "Wings of Flying", "desc": "While wearing this cloak, you can take a Magic action to turn the cloak into a pair of wings on your back. The wings lasts for 1 hour or until you end the effect early as a Magic action. The wings give you a Fly Speed of 60 feet. If you are aloft when the wings disappear, you fall. When the wings disappear, you can't use them again for 1d12 hours.", "document": 33, "page_no": null, "type": "Wondrous item", "rarity": "rare", "requires_attunement": "requires attunement", "route": "magicitems/"}, "Source": "5.2 SRD (D&D 2024)"}]