Upon speaking the command word to activate the orb, all magical darkness within a 15-foot radius sphere becomes nonmagical darkness. The sphere is centered on the orb and moves with it. This effect lasts for one hour, or until dispelled (no action required). The orb can be used once per long rest.
This magical compass points in the direction of the nearest planar rift or incursion within one mile. If there is no such rift within that area, the needle just spins erratically.
This magical sock puppet has the capability to perfectly mimic someone's voice. When the sock puppet is worn on your hand, you can make a DC 12 performance check to attempt an act of ventriloquism with it. On a success, the puppet's voice perfectly mimics that of a creature you're familiar with. On a failure, nothing magical occurs and you just look kind of silly.
This strange silvery coin depicts unfamiliar runes on either side. It's been made with what appears to be some kind of anti-forgery magic. It's clear that it's magical currency, but from where and for what?
(requires attunement)
A shining silver halo that hums with power and sparkles at the touch. It can shrink in size to be worn around an arm or leg, but it always floats unsuspended. While wearing this halo, you gain the following benefits:
• You can enter your Starry Form and activate Celestial Revelation simultaneously as a Bonus Action as long as you have the charges required for both
• Neither your Starry Form nor your Celestial Revelation can be dispelled by anyone other than you
The halo can be used as your spellcasting focus and Star Map. This item has the potential to unlock new abilities as you become stronger.
Sending Stones come in pairs, with each stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can cast Sending from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone, and you don’t cast the spell.
Once Sending is cast using either stone, the stones can’t be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical.
(requires attunement)
While holding this guitar, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your bard spells.
As an action, you can play the guitar to regain one use of your Bardic Inspiration feature. This property of the guitar can't be used again until the next dawn.