Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
Bahaghari (Mantle of Spell Resistance) rare WBW-DC-ANDL-01 The Petrified Forest Show
Notes:

Wondrous Item, rare (requires attunement)

You have advantage on saving throws against spells while you wear this cloak. This item is found in the Dungeon Master’s Guide.
Alindaya gave you this mantle as a token of her gratitude for saving her domain. It keeps you warm and protected from the elements, just like the tropical domain of delight you came from where it is neither too cold nor too hot.
Alindaya snipped off a strip of fabric from her own robe, and created this just for you. The cloak lengthens and shortens at will, to make it physically appropriate for the weather – and the inner lining glistens with colors as if you saw a rainbow on a sunny day. If you look at the patterns from the inner lining hard enough, you are able to make out images of the domain of Andelein in them.
In addition, the mantle has the temperate minor property. The bearer suffers no harm in temperatures as cold as −20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.

Chain Mail +1 rare White Plume Mountain Show
Notes:

Armor (heavy), rare

You have a +1 bonus to AC while wearing this armor.

Armor of Vulnerability (slashing) rare White Plume Mountain Show
Notes:

Armor (plate), rare (requires attunement)

While wearing this armor, you have Resistance to one of the following damage types: bludgeoning, piercing, or slashing. The DM chooses the type or determines it randomly.

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).

Ring of Protection rare White Plume Mountain Show
Notes:

While you are wearing this ring and are attuned to it, you have a +1 bonus to your Armor Class and Saving Throws.

Ring of Spell Storing rare White Plume Mountain Show
Notes:

Ring, rare (requires attunement)

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 DM.

Any 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.

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.

Hand Crossbow +2 rare White Plume Mountain Show
Notes:

You have a +2 bonus to Attack and Damage Rolls made with this Magic Weapon.

Fabric of Time (Guardian Mantle of Spell Resistence) rare WBW-DC-MOM-01 One Moment Show
Notes:

Wondrous item, rare (requires Attunement)

You have advantage on saving throws against spells while you wear this cloak. This silvery scrap fashioned from a piece of Momentum itself struggles to contain history within the length of its fabric, and the ever-fraying threads of the mantle are never quite the same from moment to moment. The strands pull free of each other before eventually knitting back together, but the exquisite workmanship of this vintage cloak remains intact. Minor Property (Guardian) The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated. Quirk (Frail) The item crumbles, frays, chips, or cracks slightly when wielded, worn, or activated. This quirk has no effect on its properties, but if the item has seen much use, it looks decrepit.

Glamoured Studded Leather rare WBW-DC-FWF Book It & Bale Out Show
Notes:

AC 12 + Dex
Light armor, rare
13 lb.

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.

Minor Property: Gleaming
This item never gets dirty.

Manual of Quickness of Action very_rare Trade Log Show
Notes:

Wondrous Item, very rare
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.
This item can be found in the Dungeon Masters Guide.

Staff of Striking very_rare DDHC-CM The Book of Inner Alchemy Show
Notes:

Requires Attunement

This staff can be wielded as a magic Quarterstaff that grants a +3 bonus to Attack 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 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.

Noot Suit (Fish Suit) very_rare SJ-DC-DWR-02 LAST FLIGHT OF THE ORCA Show
Notes:

Wondrous Item, very rare

This bulky suit, which fully encases your head and body, takes 1 minute to don or doff. While worn, it enables you to breathe in an airless environment and renders you immune to the harmful effects of any gas that surrounds you. The suit also grants you a swimming speed equal to your walking speed while underwater, or a flying speed equal to your walking speed in an environment with no gravity.

This item is found in the Astral Adventurer’s Guide.

Special: This suit is fashioned to resemble a large pudgy dohwar in your choice of bright color. The beak houses arcane machinery which produces air and the flippers propel the wearer in water and space, leaving small bubbles behind them.

The suit has the Temperate minor property, the bearer suffers no harm in temperatures as cold as −20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.

Ring of Shooting Stars very_rare DDHC-CM Lore of Lurue Show
Notes:

Ring, very rare (requires attunement outdoors at night)

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.

The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn.

Faerie Fire. You can expend 1 charge as an action to cast faerie fire from the ring.

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.

Each 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.

As 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.
Spheres Lightning Damage
4 2d4
3 2d6
2 5d4
1 4d12

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.

Robe of Stars very_rare DM Reward Show
Notes:

Wondrous item, very rare (requires attunement) +30dt

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 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.

While 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.

Ring of Telekinesis very_rare DDHC-CM Kandlekeep Dekonstruktion Show
Notes:

Ring, very rare (requires attunement)

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.

Ring of Regeneration very_rare SJ-DC-AMAK-02: Enemy within Session 2 Show
Notes:

Ring, very rare (requires attunement)

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.