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:

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.

The Plague Fly (FOWP ebony fly) rare CCC-TAROT- 02-01 A Sunk Cost Show
Notes:

This figurine of wondrous power (ebony fly) is an ebony statuette carved into the likeness of a horsefly with the holy symbol of Talona etched into its forehead with three small pieces of inset amber. When it is becomes a creature the marking becomes vivid purple and the pieces of amber seem to have an inner glow.

Fairy Mushroom Ring very_rare Applying Service Rewards Show
Notes:

This delicate ring is shaped into a circle of miniature red, blue, white, and purple mushrooms, and glows with its own inner light. Whenever a charge is expended for another property, a swarm of harmless, multicolored dragonflies appear in your space and fly about for 1 minute. This item functions as if a ring of shooting stars
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.

Ring of Telekinesis very_rare DDHC-CM: CANDLEKEEP MYSTERIES - K ANDLEKEEP D EKONSTRUKTION Show
Notes:

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.

Wave/Whelm/Blackrazor legendary DDHC-TYP Tales from the Yawning Portal White Plume Mountain Show
Blessing of Protection unique DDHC-TYP Tales from the Yawning Portal White Plume Mountain Show
Notes:

You gain a +1 bonus to AC and saving throws.