Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Pixie winged boots
common
Purchase Log
Show
Notes:
These elegant, supple boots have iridescent, rainbow-colored pixie wings on their sides.
When in use, the wings flutter and a trail of pixie dust sprinkles from their heels.
This item functions as winged boots
Requires Attunement
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.
The boots regain 2 hours of flying capability for every 12 hours they aren't in use.
Ring of Swimming [Ring, uncommon]
uncommon
DDAL05-06 - Beneath of the Fetid Chelimber
Show
Notes:
You have a Swimming speed of 40 feet while wearing this ring.
Rapiere du Chasseur Noir
rare
CCC-PDXAGE-0201 The Dark Hunt
Show
Notes:
Weapon, rare (requires attunement)
This matte-black rapier does not reflect light. It radiates a faint fiendish aura, and turns chill to the touch when within 30 feet of a good-aligned cleric or paladin. Once attuned, the wielder often feels hungry, even if they have just eaten. However, when the life stealing power is used, the wielder experiences an invigorating euphoria and feels satiated. The blade glows dully when it has fed. The description of this item can be found in the Dungeon Masters Guide.
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.
Figurine of Wondrous Power (Ivory Goats)
rare
CCC-DES-01-01-Finding the rabbit hole
Show
Notes:
Figurine of Wondrous Power (Ivory Goats)
Wondrous item, Rare
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.
The 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.
The 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.
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:
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.
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.
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 lance, +1, and the other becomes a longsword, +2. 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.
The statues are always coated with a gritty film, and smell like rancid goat butter when fey creatures are within 50 feet.
Insignia of Claws
rare
Purchase Log
Show
Notes:
Wondrous item, uncommon The jewels in this insignia of the Cult of the Dragon flare with purple light when you enter combat, empowering your natural fists or natural weapons. While wearing the insignia, you gain a +1 bonus to the attack rolls and the damage rolls you make with unarmed strikes and natural weapons. Such attacks are considered to be magical.
Name | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Pixie winged boots | common | Purchase Log | Show | |||
Notes:
These elegant, supple boots have iridescent, rainbow-colored pixie wings on their sides. 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. The boots regain 2 hours of flying capability for every 12 hours they aren't in use. |
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Ring of Swimming [Ring, uncommon] | uncommon | DDAL05-06 - Beneath of the Fetid Chelimber | Show | |||
Notes:
You have a Swimming speed of 40 feet while wearing this ring. |
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Rapiere du Chasseur Noir | rare | CCC-PDXAGE-0201 The Dark Hunt | Show | |||
Notes:
Weapon, rare (requires attunement) This matte-black rapier does not reflect light. It radiates a faint fiendish aura, and turns chill to the touch when within 30 feet of a good-aligned cleric or paladin. Once attuned, the wielder often feels hungry, even if they have just eaten. However, when the life stealing power is used, the wielder experiences an invigorating euphoria and feels satiated. The blade glows dully when it has fed. The description of this item can be found in the Dungeon Masters Guide. 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. |
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Figurine of Wondrous Power (Ivory Goats) | rare | CCC-DES-01-01-Finding the rabbit hole | Show | |||
Notes:
Figurine of Wondrous Power (Ivory Goats) Wondrous item, Rare 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. The 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. The 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. 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: 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. |
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Insignia of Claws | rare | Purchase Log | Show | |||
Notes:
Wondrous item, uncommon The jewels in this insignia of the Cult of the Dragon flare with purple light when you enter combat, empowering your natural fists or natural weapons. While wearing the insignia, you gain a +1 bonus to the attack rolls and the damage rolls you make with unarmed strikes and natural weapons. Such attacks are considered to be magical. |
Unlocked Magic Items
Name
Rarity
Tier
Location
Table
Result
Source
Wand of web
uncommon
1
DDAL05-07 - Chelimber's Descent
Show
Notes:
Wand, uncommon (requires attunement by a spellcaster)
This short, squat wand is fashioned from single piece of white wood tipped with a pair of black diamonds cut to resemble spinnerets.
This wand has 7 charges. While holding it, you can use an action to expend one of its charges to cast the web spell (save DC 15) from it.
The wand regains 1d6+1 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.
Name | Rarity | Tier | Location | Table | Result | Source | |
---|---|---|---|---|---|---|---|
Wand of web | uncommon | 1 | DDAL05-07 - Chelimber's Descent | Show | |||
Notes:
Wand, uncommon (requires attunement by a spellcaster) |