Eccentricities of Eberron


Some items may have a +X bonus as part of their enchantment. Unless they are Legendary or Artifact level, a DM can increase or decrease the level of the enchantment by increasing or decreasing the rarity by one step - for example a Mind-Blade Gauntlet may gain a +2 bonus to attack and damage rolls if it is made Rare.

Common

Goodberry Wine

Wondrous Item (Consumable), Common A bottle of Goodberry Wine is crucial for those exploring the Mournland. Consuming a bottle restores 20 hit points and allows a character to benefit from hit dice spending and hit point and hit dice restoration on a short and long rest. It also provides adequate nutrition both for food and water for a day. Typically a bottle sells for 100 gold pieces, though some scalpers can see the price rise. Creating a single bottle of Goodberry Wine requires:-

  • proficiency with Brewers tools
  • access to an ample supply of goodberries (at least 10 per day)
  • one workweek of downtime

The work is delicate and cannot be done while traveling, or you risk the batch spoiling. Once corked, a bottle of wine remains in good condition for up to 1 year.

Shifting Weapon

Weapon (Any), Common

These weapons are made of blood glass and contain a very weak fire elemental bound to them. As a bonus action on your turn you can change the weapon into any other weapon of the same size category - for instance you could change a greatsword into a hand crossbow, but could not change a greatsword into an ogre's oversized club or a ballista.

Smokestick

Wondrous Item (Consumable), Common

These enchanted sticks can be activated by striking them against a hard surface, causing them to emit a large plume of opaque smoke that fills a 10ft cube, centred on you. The smoke remains until the end of your next turn, unless dispelled early by a moderately strong wind.

Tanglefoot Bag

Wondrous Item (Consumable), Common

These bags are slightly larger than an average loaf of bread, and seem to constantly squirm when held. They can be thrown as an action to a point within 30ft. The bag bursts in a sudden rush of plant growth when it hits the ground, covering a 10ft radius area. Creatures within the area when it first bursts must make a DC10 strength saving throw or be Restrained for 1 minute. They may use their action on their turn to make a Strength (Athletics) check against DC10 to end the effect early.

In addition, for 1 minute the covered area is difficult terrain due to the plant growth.

Thunderstone

Wondrous Item (Consumable), Common

These small rocks are charged with thunderous sound. They can be thrown as an action to a point within 30ft. All creatures within a 5ft radius of the target point must succeed on a DC10 constitution saving throw or take 1d6 thunder damage and be deafened until the end of their next turn. On a successful save they take half damage and are not deafened. A nonmagical object that isn't being worn or carried also takes the damage if it's in the area.

Tindertwig

Wondrous Item (Consumable), Common

These enchanted sticks can be activated by striking them against a hard surface, causing them to ignite with light and flame for 1 hour. Once the hour elapses, the magic in them is spent. While torches may serve the same purpose, these continue to burn even if submerged in water, and do not give off any sound, smoke, or scent, as their flames are magical rather than physical.

Wand Bracelets

Wondrous Item (Bracers), Common

Often used by wandslingers and magewrights, wand bracelets come in pairs typically in a variety of styles and makes. Most commonly, especially for the 'workmen', they are rugged leather that stand up to a beating.

Rather than using typical extradimensional space enchantments, a wand bracelet instead uses a specialised Reduce spell that allows wands to be shrunken down and stored discreetly. Each bracelet can store up to 4 wands, and they can be stored and/or retrieved as an object interaction on your turn, allowing you to swiftly swap between wands.

Watch Lamp

Wondrous Item (Circlet), Common

This silvered circlet is commonplace among city guards and similar law enforcement. As a bonus action while wearing this you can cast the Light cantrip, targeting only the circlet.

Uncommon

Amulet of Peace

Wondrous Item (Amulet), Uncommon (Requires attunement)

Oftentimes these amulets were granted to clerics of the Silver Flame, though they've seen use by all sorts of people across Khorvaire. They are typically a silvered metal with the clasp being two hands graspign one another. When you are hit by a melee attack, you can use your reaction to invoke this amulet's magic and expend a charge which allows you to make a Persuasion (Charisma) ability check. If your roll is higher than the attack roll, the attack misses.

The amulet has 3 charges, and regains all expended charges at dawn.

Cannith Goggles

Wondrous Item (Eyes), Uncommon

House Cannith mass produced these goggles for their craftsmen to help them focus their attention. While worn, you have advantage on perception checks involving sight, and you cannot be Surprised.

In addition, though Artificers cannot usually infuse existing magical items, they can use their Goggles of Night infusion on these goggles; if they do so the darkvision range is increased to 120ft, whether it be granting it to a character of extending the range.

Emotional Armour

Armour (Any), Uncommon

Emotional armour uses special riedran crafting techniques in their enchantment. The magic permeates both out from the armour and into those who wear it, and each one bears a notable visual colour as a result of the crafting methods.

Calming. Calming armour is typically a sea-blue colour. While you wear this armour you can expend a charge to add your proficiency bonus to Concentration saves, unless you already did so. The armour has 3 charges, and regains all charges at dawn.

Dreadful. Dreadful armour often appears in a deep black colour that seems to shift into terrible visages for the onlookers. When you are attacked, you can expend a charge as a reaction to impose disadvantage on the attack roll. This has no effect on creatures immune to the Frighted condition. The armour has 3 charges, and regains all charges at dawn.

Vengeful. Vengeful armour usually bears a deep red colour, not far off the shade of blood. While wearing armour, you have a +1d4 bonus on attack rolls you make against any creatures that damaged you since the end of your last turn.

Gloves of Flame

Wondrous Item (Gloves), Uncommon (Requires attunement)

These gloves are made of blackened leather with steel plates sewn onto the backs of each hand and finger. Small Khyber dragonshards are mounted on the back of each hand, both glowing an eerie orange that highlights the swirling mark within. A faint smell of sulfur surrounds you when you don the gloves, and when you activate them, a torch-bright flame appears around both of your hands. If you hold an item in your hand, the flame flickers across the item, though neither you nor the item take damage.

As a bonus action on your turn you can cause the gloves to ignite with flame for 1 minute. When you do so, each unarmed strike you make deals an additional 1d6 fire damage. As an action on your turn you can end the ignition early to cast Burning Hands, as if from a 3rd level spell slot, with a save DC of 14. 10 minutes must pass before they can be ignited again.

Headband of Pursuit

Wondrous Item (Headband), Uncommon

Headbands such as these are commonplace among those of House Tharashk. While wearing it you have advantage on Perception ability checks that use scent, and on Survival ability checks relating to tracking a creature. In addition, three times per day you may use your bonus action to increas your movement speeds by 10ft for 1 minute.

Pendant of Mystic Warning

Wondrous Item (Amulet), Uncommon (Requires attunement)

Though not incredibly common these pendants are usually used by patrol soldiers or investigators who want to be able to pick up ambient magic without focusing on it. While attuned to this amulet you gain the effects of the Detect Magic spell, without requiring your Concentration. You can choose to suppress-and-unsuppress this as a bonus action.

Mind-Blade Gauntlet

Wondrous Item (Gauntlet), Uncommon

Kalashtar soulknives make use of these gauntlets to better enhance their psionic strikes. When a soulknife wears these, the attack and damage rolls for their Psychic Blades have a +1 bonus. They may also manifest their Psychic Blades for opportunity attacks, if they so choose.

Ring of Master Artifice

Wondrous Item (Ring), Uncommon

The interlocking bands of this ring appear much like a wire loop braided from various different metals. When an artificer wears this ring their maximum number of infusions active is increased by +1.

Ring of the Stalker

Wondrous Item (Ring), Uncommon

Rings of the Stalkers are simple bands of darkened glass, filled with wispy clouds of yet darker shadow. As a bonus action on your turn you can designate a creature you can see as your prey. You become Invisible to your prey, and only your prey, for 10 minutes. This effect ends after you attack, cast a spell, or take a similar hostile action (such as using a breath weapon). The ring's magic can be invoked 3 times a day.

Shifter Braid

Wondrous Item (Consumable), Uncommon

Braids such as these are commonplace in Shifter communities and are often worn in the hair as much for decoration as they are their magical powers. When a Shifter uses their Shifting feature while wearing these, the magic in them is consumed, and cannot be used again. They receive a different benefit based upon the type of braid they're wearing:


  • Dire Shifting: You gain the effects of the Enlarge facet of the Enlarge/Reduce spell for 1 minute. This does not require Concentration.
  • Dream Path: You become partially ethereal until the end of your next turn. This grants you resistance to all damage types other than Force, and allows you to move through creatures as if they were difficult terrain.
  • Silver: All weapons you wield are treated as being Silvered for the purposes of overcoming damage resistance and immunity for 1 minute. They deal an additional 1d12 damage against lycanthrope creatures.
  • Spellstrike: When you shift, you may also cast a cleric, druid or ranger spell of 2nd level or lower with a casting time of 1 action. You must know the spell and provide the spell slot for it as normal, but it otherwise has no additional action cost.

Multiple different braids can be worn, but only one may be consumed per use of Shifting.

Shifter Clawbracers

Wondrous Item (Bracers), Uncommon

The magic in these bracers is attuned specifically to Shifters. When a Shifter uses their Shifting feature, your unarmed strikes deal 1d8 slashing damage and have a +1 bonus to attack and damage rolls. They are also treated as being magical for the purposes of overcoming damage resistance and immunity.

Siberys Compass

Wondrous Item, Uncommon

These dragonshard-infused compasses only properly work in the lands of Xen'drik. They're usually small golden pocket watches with a milky white interior, threaded with pulsing golden veins and a crystalline needle. While holding it you and your group's travel speed isn't hindered by natural terrain or weather and you have advantage on ability checks to avoid hazards.

Talisman of the Twelve Moons

Wondrous Item (Amulet), Uncommon

Only shifters can benefit from these small talismans that hold the image of all twelve moons. While worn, your spell attack modifier is increased by +1. In addition, while you are outside at night, your spell save DCs are also increased by +1.

The bonuses from this item do not stack with any other magic item that provides bonuses to spell attack bonuses or spell save DCs.

Tunic of Thurrinak

Wondrous Item (Vest), Uncommon

A tunic of Thurrinak is reddish brown, and the darker the brown, the more powerful the tunic is. Tunics created during the height of the Dhakaani Empire are often frayed at the cuffs and waist, while more recent versions have fringe there instead. These tunics provide a +1 bonus to armour class when worn, so long as you are not wearing any other armour or a shield.

Undead Servant Gemstone

Wondrous Item (Consumable), Uncommon

Karrnathi necromancers sometimes distribute these gems to their more mundane soldiers to bolster their forces in a pinch. As an action you can place this gem into the eye socket of a dead small or medium humanoid, which animates them as either a skeleton or zombie (depending on the state of the body) for 1 minute. This functions as if they were affected by the Animate Dead spell, allowing you to command them as a bonus action. After the minute elapses, the animate magic ends and the corpse collapses back into death. Once used, a gem cannot be used again

Water Whip

Weapon (Whip), Uncommon (Requires attunement)

This weapon looks less like a traditional whip than a tube of water, tapering along its length to icicle sharpness at one end. The very base of the water whip’s handle is made of a small, faintly blue Khyber dragonshard. The whip shimmers and undulates with deceptive grace as you twist it through the air.

It functions as +1 whip, that deals an additional 1d6 cold damage on each successful attack. While attuned to the weapon you may also call the weapon back to your hand, even if it is in someone else's possession, as long as the whip is within 30ft of you.

Rare

Arcane Key

Wondrous Item (Thieves Tools), Rare

Generally considered very illegal, this set of picks and tools glow whenever they are within 5ft of a magical protection spell, such as (but not limited to) Arcane Lock, Alarm, Hallow, or Glyph of Warding. As an action they can also be used to disable them so long as you are on the border of the spell's effective radius. When you do so make a Dexterity (Thieves Tools) ability check against the original caster's save DC. On a success, you dispel the spell. Any triggering alarm or notification the dispel might cause is also delayed by 10 minutes.

If you fail the check, the spell might activate (such as in the case of Glyph of Warding) if it has such a trigger. In all failure cases you cannot use the Arcane Key again for 1 day.

Arquis Tellora

Weapon (Double-bladed Scimitar), Rare (Requires attunement)

Originally wielded by an elven warrior of the same name, this elegant double bladed scimitar was used to great effect in his people's uprising against the giants. It has two sweeping steel blades that shimmer with a pale green, inlaid with golden patterns resembling waves that extend the length of both blades. The hilt is a soft white leather that never appears stained or smudged.

It serves as a +2 double bladed scimitar that deals an additional 1d6 damage against creatures of the Giant type. In addition, once per week you can cast Divine Word from the blade with a DC of 15. Creatures of the giant type have the hit point thresholds increased by 10. For example, if they have fewer than 30hit points, they are killed instantly on a failed save.

Bracers of Wind

Wondrous Item (Bracers), Rare (Requires attunement) Bracers of wind are silver plates attached to your forearms by ornate leather straps. Etching on the surface of the bracers is reminiscent of the swirl within the Khyber shards set into the plates just above your wrists. A faint breeze surrounds you when you wear bracers of wind, occasionally billowing your cloak or hair. When the magic of the bracers is focused, an audible surge of air rushes around you.

While wearing these bracers, you have half cover from the swirling winds even when not stood behind anything. As an action on your turn you can invoke the magic to grant yourself total cover with a swirling vortex until the start of your next turn. This can only be used once, refreshing on a long rest.

Burglar's Vest

Wondrous Item (Chest), Rare

This simple leather vest is designed specifically to be nondescript and as bland as possible. From the outsider viewer, it is simple, clean, unremarkable and leaves no visual indication of its true purpose. The wearer, however, automatically notices a number of patches sewn into the vest's interior, each representing a specific mundane, but useful item to those looking to break into a place.

A newly created Burglar's Vest has two of each of the following items. Drawing a single item from the vest can be done as bonus ation. Certain alchemical items are already activated as part of drawing them (as listed below). Once an item is drawn from the vest, it cannot be replaced. Once all of the items are drawn, the vest is no longer magical.

  • Antitoxin (vial)
  • Backpack (empty)
  • Caltrops
  • Chest (empty)
  • Crowbar
  • Flint and steel
  • Grappling hook
  • Magnifying glass
  • Thieves’ tools
  • Silk rope (50-foot coil)
  • Smokestick (activated)
  • Tanglefoot bag
  • Thunderstone
  • Tindertwig (lit)

Cloak of Water

Wondrous Item (Cloak), Rare A water cloak is made from sailcloth, with elaborate embroidery that evokes the waves of the sea. Within the pattern of waves, a repeating swirl of thread matches the symbol writhing within the Khyber dragonshard that forms the clasp at the neck of the cloak. Though the outer surface of the cloak feels damp to the touch and the lower edge appears soaked in water, you feel completely dry when wrapped within it, even when standing in pouring rain.

While wearing this cloak if you are subjected to a fire damage effect that allows you to make a dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. In addition, you may cast Counterspell three times per day, but only against spells that deal fire damage. If spell is above 3rd level, your casting ability score for this is Dexterity.

Fiery Tunic

Wondrous Item (Chest), Rare (requires attunement)

This eye-catching tunic looks like liquid flame running down your torso. The flame doesn’t harm you, nor does it char or damage your other possessions. A Khyber shard burns a brilliant red in the middle of the chest, fused seamlessly with the cloth of the shirt.

While attuned to this tunic you gain resistance to fire damage. In addition, the tunic has 5 charges. You may expend a charge to gain one of the following two effects:

  • As an action, cast Fire Shield (Warm).
  • As a bonus action, wreath your weapons in flame, granting them an additional 1d6 fire damage on each hit.

The tunic regains 1d4+1 charges at dawn.

Gloves of Deadly Casting

Wondrous Item (Gloves), Rare

Wandslingers of notable skill were sometimes deployed with these gloves. They bear runic patterns along the threads, studded with tiny dragonshards. When you cast a spell that makes an attack roll, you critically strike on a roll of 19 or 20, instead of just 20.

Robe of Arcane Might

Wondrous Item (Robe), Rare (Requires attunement)

This bulky, thick-shouldered robe has various mystical sigils embroidered in silvery thread. Minuscule gems adorn the cuffs, collar, and hems. Whenever you cast a spell of the appropriate school, the sigils on the robe glow briefly and you hear a snatch of wordless chanting in a deep voice. Others nearby hear nothing.

While wearing this robe, you can calculate your armour class as 14 + your dexterity modifier. Each robe is attuned to a certain spell school, and when you cast a spell from the attuned school it is treated as having been cast from one spell slot level higher than the spell slot expended.

Rock Boots

Wondrous Item (Boots), Rare

Rock boots are made from heavy leather, and have solid iron plating along the toes and ankles. A smoky Khyber dragonshard is set into the back of each boot, a few inches above the heel.

While wearing these boots you can move through difficult terrain of stone and rock without any hindrance. You also have advantage on ability checks and saving throws against being shoved back or knocked prone. Finally, three times per day you can use your bonus action to stomp on the ground in a 15ft cone. All creatures in the area must succeed on a DC15 strength saving throw or be knocked prone.

Teleport Stone

Wondrous Item (Consumable), Rare

These prized stones are created by a combination of Cannith and Orien dragonmarked artificers. When held, you can use your action to teleport yourself and any objects you're wearing or carrying to the location the stone is attuned to, so long as the location is within 1000 miles. The stone can be attuned to a new location by performing a ten minute ritual.

Once the stone has been used, it disintegrates.

Very Rare

Bracers of the Hunter

Wondrous Item (Bracers), Very Rare (Requires attunement)

These leather bracers are adorned with claws, teeth and stingers of vicious predators. While attuned to them, you gain the Sneak Attack Feature as if you were a 3rd level rogue. If you already had this, you instead add +2d6 to your Sneak Attack damage. In addition, you add your proficiency bonus to Stealth initiative rolls. If you already did so, you add it twice.

Dust of Disturbance

Wondrous Item (Consumable), Very Rare

This potent dust seems to coat everything it covers. As an action you can throw it over a 10ft cube adjacent to you. Creatures within the area must succeed on a DC15 wisdom save or become unable to gain the effects of a long rest. They may make a new save every 24 hours to end the effect, but it otherwise lasts indefinitely. Remove Curse or Dispel Magic spells cast from a 5th level or higher spell slot can also end the effect early.

Earthplate Armour

Armour (Plate Mail), Very Rare (Requires attunement) At fi rst glance, this suit of full plate armor looks filthy and ill kept. On closer examination, however, you can see that it is expertly crafted, and that what appears to be dirt is actually the color of the metal itself. A rare black Khyber dragonshard is set horizontally into the front of the armor across the abdomen, binding an earth elemental tightly within. This suit of armor has significant weight, but with this weight comes protection. Runes in the Gnome language mark its greaves and gauntlets, and the aroma of fresh earth seems to emanate from the suit when you move in it quickly.

This armour serves as +2 plate mail. Once per day you may use your bonus action to cast Stoneskin. While this spell is active, you also gain tremoresense with a 10ft radius.

Implacable Blade

Weapon (Any Sword), Very Rare (Requires attunement)

This longsword has a lustrous purple sheen and a black crystal embedded in its pommel. Its blade has subtle serrations on both edges. The crossguard has an inscription in the Goblin alphabet.

It serves as +3 longsword. Its serrated edge slices through a target's armour, making it easier for follow up strikes. On a successful hit the target creature's AC is lowered by -1 until the start of your next turn. This can stack twice.

In addition, you may speak a command word to make to shed 20ft bright light as bonus action. This lasts until you sheath the blade or speak the command word again.

Necklace of the Phantom Library

Wondrous Item (Amulet), Very Rare

A necklace of the phantom library is a necklace made of golden chain with five lozenge-shaped Siberys dragonshards set among the links at equal intervals. They were originally created to serve in a similar manner to spellbooks.

While you wear this, yellow-orange sigils fill your vision, effectively blinding you to all else other than the spells held within though this rarely matters as you would only need to wear it while preparing spells in the morning or while adding new spells to it. You can 'scribe' new spells into the necklace, and doing so has their scribing time halved, and has no material component cost, as you add new sigils to the necklace through your mind. You can purge any number of spells from the necklace as an action.

Titanic Hammer

Weapon (Warhammer), Very Rare (Requires attunement)

One of the favorite weapons of the ancient giants, a titanic hammer delivers resounding blows to your enemies, obstacles in your way, and even the earth itself. Once you grasp the weapon, it resizes to fit you, but it remains unbelievably heavy and appears thicker and more massive than a normal warhammer. When you swing it in combat, you can hear a low, thunderous rumble like a distant earthquake.

These +3 warhammers deal quadruple damage to objects. In addition, once per short rest you can replace one of your attacks with a groundslam which creates a 60ft long, 5ft wide line along the ground. Spikes rise up from the ground as you churn it, and all creatures in the area must succeed on a DC17 strength saving throw or be knocked to one side of the line (you choose), knocked prone, and take 2d6 piercing damage. On a successful save, they take half damage and are not knocked prone, but are still pushed to one side of the line.

Truelight Lantern

Wondrous Item, Very Rare

A truelight lantern is elaborately crafted from flametouched iron, burnished to a silvery hue. This sheds light as a bullseye lantern. The flame that flickers inside the lantern is a translucent white, though it sheds no heat. When its other power is activated, the flame within the lantern becomes invisible, though its light continues to be shed.

When activated, either by command word or by spell, the light of the truelight lantern provides clear illumination in a 60-foot cone and shadowy illumination in a 120-foot cone. Everything within the 60-foot cone of clear illumination can be seen as if all viewers were under the effect of a true seeing spell. This effect applies to all creatures, not just the bearer of the lantern. You may use the power of the Truelight Lantern once per day, but casting True Seeing on the object allows you to make use of its power again.

Legendary

Elixirs of Antiquity

Wondrous Item (Consumable), Legendary

These elixirs were created by the giants of Xen'drik in ages past, and the secrets of their creation have long since been lost to time and decay, making them immensely valuable. There may be more than one of each elixir type, though certainly not many.

Unfettered Step. The vial for this is a lattice of silver wire housing a pale blue potion. When consumed, you ignore difficult terrain from magical and nonmagical plantlife for 30 days.

Vengeful Frost. Instead of glass, this vial seems to be made of pure ice that never melts. When you drink the liquid inside you take 1 point of cold damage, then gain the effects of Fire Shield (Chill) for 2 hours.

Zephyr. Cloudy glass etched with silver runes makes up this vial. When consumed you gain a flight speed (hover) of 60ft for 12 hours.

Mask of Misplaced Aura

Wondrous Item (Mask), Legendary (Requires attunement)

This mask of black wood appears simple initially but when worn it curves and distrots your appearance. Each mask is created with a specific persona when first made, and wearing it changes your appearance to match that persona, including things such as voice, alignment for the purpose of any divination effects, including Truesight. It also allows you to tell lies in a Zone of Truth without being detected, so long as the lie is true for the persona you are imitating.

Vulkoor's Headdress

Wondrous Item (Helmet), Legendary (Requires attunement)

This crown is made of a preserved scorpion, embalmed in bronze and adorned with rare beads. The stinger is poised in the centre, while the claws flank both cheeks. While wearing it, you gain tremorsense and blindsense out to 30ft. The magic of the headdress allows you to cast the Contagion spell at will with a DC of 17. In addition, once per day you may use your action to summon a Giant Scorpion for 10 minutes. It acts on its own initiative, and obeys verbal commands you issue (at no action cost). If slain, it cannot be summoned again for 1 week, instead of 1 day.

Artifacts

Blade of the Burning Promise

Weapon (Double Bladed Scimitar), Artifact (Requires Attunement)

The blades of this scimitar are made of gleaming firebrass, covered in dancing glyphs that detail the Sulatar myth, bound together with a grip wrapped in black leather.

When first found, the weapon serves as a +1 double bladed scimitar that deals an additional 1d6 fire damage on each successful hit. However, if you prove yourself worthy of the blade via a feat of fiery strength, such as unleashing a Fernia manifest zone, slaying a water elemental in single combat, or putting a forest to the flame, then the true power of the weapon unlocks for you.

When unlocked, it becomes a +3 double bladed scimitar that deals an additional 2d6 fire damage on each successful hit. In addition, it gains the powers of a fully unlocked Ring of Fire Elemental Command.

Deck of Transformation

A deck of transformations appears similar to other magic decks of cards. It is usually stored in a lacquer box and contains a number of vellum cards engraved with glyphs, characters, and sigils. As soon as one of these cards is drawn from the pack, its magic is bestowed upon the character who drew it, for better or worse. A character may draw any number of cards from a deck of transformations, but at least one day must elapse between draws.

Each time a card is taken from the deck, it disappears. A full deck of transformations contains 39 cards, the effects of which are summarized on the accompanying table. Tarot cards may be used to simulate the magic cards, as indicated in the first column of the accompanying table. Cards in the tarot deck that appear in the table twice should be read according to whether they are drawn with the image oriented toward the viewer (listed simply by name) or with the image drawn upside down to the viewer (listed as “reversed”). If no tarot deck is available, substitute ordinary playing cards instead, as indicated in the second column. If the summary of an effect lists a creature, the character drawing the card transforms permanently into a typical creature of that type (no saving throw), losing all current racial abilities and gaining all the racial abilities of the new creature.

Tarot Card Playing Card EFfect
Strength K D +1 bonus to Str (max 30)
The Hanged Man K C +1 bonus to Dex (max 30)
The Emperor 10 C +1 bonus to Con (max 30)
The Magician 10 D +1 bonus to Int (max 30)
The High Priestess K S +1 bonus to Wis (max 30)
The Empress K H +1 bonus to Cha (max 30)
Strength (reversed) J D 1 point of Str reduction
Tarot Card Playing Card EFfect
The Hanged Man (reversed) J C 1 point of Dex reduction
The Emperor (reversed) 10 S 1 point of Con reduction
The Magician (reversed) 10 H 1 point of Int reduction
The High Priestess (reversed) J S 1 point of Wis reduction
The Empress (reversed) J H 1 point of Cha reduction
The Fool Joker (with trademark) Changeling
Nine of pentacles 9 S Dwarf
The Star 9 H Elf
Nine of wands 9 C Gnoll
Temperance 9 D Gnome
Temperance (reversed) 8 S Goblin
The Star (reversed) 8 H Half-elf
Eight of wands 8 C Half-orc
The World 8 D Halfling
Seven of swords 7 S Hobgoblin
Seven of cups 7 H Human
The Hierophant 6 H Kalashtar
Six of wands 6 C Kobold
Five of swords 5 S Lizardfolk
Five of wands 5 C Orc
The Moon Joker (without trademark) Shifter
Justice 2 S Horrid wilting (all creatures within 30 ft.; DC 27)
Death A H Baleful polymorph (DC 22; DM’s choice of creature type)
The Tower (reversed) A C Disintegrate (DC 24)
The Tower A S Flesh to Stone (DC 24)
Justice (reversed) A D Imprisonment (Burial) (DC 24)
Tarot Card Playing Card EFfect
The Sun Q C Lose any darkvision
The Sun (reversed) Q S Gain darkvision out to 60 feet
Wheel of Fortune Q D Become one size smaller (if Medium or larger) or onesize larger (if Small or smaller)
The Lovers Q H Your gender changes
The Chariot 2 H Your base land speed increases by 10 feet
The Chariot (reversed) 2 C Your base land speed decreases by 10 feet

Glaive of Darkest Depths

Weapon (Glaive), Artifact (Requires attunement)

One of the Destiny Arms, legendary weapons forged by giants against the quori. When all Destiny Arms are within 500ft of each other, their attack and damage roll bonuses increase to +3.

The shaft of this glaive is made of an oily black metal, marked with a spirtal pattern that raises up to a broad silver blade, tipped with a wicked point. No matter the lighting condition, it always seems to shimmer with otherworldly light.

It functions as a +2 glaive, with the following benefits:

  • You may cast Plane Shift once per long rest, but only to transport yourself and willing participants to the Ethereal Plane.
  • If you strike a creature possessed by another creature (whether Quori or otherwise), the possessing creature must succed on a DC21 wisdom saving throw or be forced out of the creature they are possessing immediately.
  • If you strike a Quori in spirit form on the Ethereal plane, they must succeed on a DC21 wisdom saving throw or be forced back to Dal Quor.

Maul of the Glacial Heights

Weapon (Maul), Artifact (Requires attunement) One of the Destiny Arms, legendary weapons forged by giants against the quori. When all Destiny Arms are within 500ft of each other, their attack and damage roll bonuses increase to +3.

This +1 maul has a long wooden shaft of pale mountain pine, wrapped in silver bands. The head is made of a chunk of sparkling blue ice flashing with icy veins that pulse with ice. You gain the following benefits while wielding it:

  • Each hit you make deals 1d6 cold damage to all creatures other than yourself within a 5ft radius of your target.
  • You are immune to possession.
  • You have advantage on Wisdom saving throws.
  • As an action you may gain a +6 bonus to your strength score (to a maximum of 30) for 10 minutes. When this expires you gain one level of exhaustion.

Shards of Arcane Endowment

Wondrous Item (Consumable), Artifact

The shards of arcane endowment were originally one two-foot long pink crystal as thick as an orc's arm, filled with twisting crimson veins that pulsed as if carrying blood along its length. It was shattered centuries ago into a many more smaller, duller crystals.

Each crystal shard holds the knowledge of a spell from the wizard, sorcerer, bard, or warlock spell lists of up to 3rd level. By pressing the shard to your forehead for 1 minute it grants you knowledge of that spell, adding it to your list of Spells Known, and it always counts as prepared for you, without counting against your number of prepared spells. You must still have spell slots to cast the spell.

Once a shard is used, it loses its power, however by spending another minute with the shard you can unlearn the spell it granted you, allowing the shard to be used on another creature.

Spear of the Desert Winds

Weapon (Spear), Artifact (Requires attunement) One of the Destiny Arms, legendary weapons forged by giants against the quori. When all Destiny Arms are within 500ft of each other, their attack and damage roll bonuses increase to +3.

This +2 spear's shaft is inscribed with flowing lines along its length, bound with three ornate iron bands, and topped with a head of pure obsidian. When the spear's flaming powers are used, the head glows red with inner flame.

Once per long rest you may use the spear's power to invoke the searing wind of the desert. This functions as a Gust of Wind spell, with a DC of 21. Any creature that fails its save against it takes 6d6 fire damage, or half as much on a successful save.

In addition, if you critically strike a creature that is possessed, the possessor must make a successful DC21 wisdom saving throw or be forced out.

Staff of the Magma Falls

Weapon (Quarterstaff), Artifact (Requires attunement) One of the Destiny Arms, legendary weapons forged by giants against the quori. When all Destiny Arms are within 500ft of each other, their attack and damage roll bonuses increase to +3.

Three iron bands bearing glowing red symbols bind this +1 staff of pure obsidian. Whenever a possessed creature is within 100ft, the runes grow noticeably brighter, and brighter still when they are within 10ft. Shaft of pure obsidian, three iron bands, each bearing faintly glowing red symbols. +1 flaming staff. The staff holds 10 charges, and these can be expended to cast the following spells at 6th level, with a DC of 21 and a spell attack modifier of +13: fireball (1 charge), wall of fire (2 charges), transmute rock (2 charge), summon elemental (fire or earth only, 3 charges).

The staff regains 1d4+2 charges at dawn.

War Regalia of Galifar

Forged for Galifar I to commemorate the unification of the Five Nations as the Kingdom of Galifar, the war regalia of Galifar was as powerful a symbol of his kingdom as his standard or his legal code. Passed from sovereign to sovereign during the nine centuries that Galifar remained united, the items that make up the regalia — like the Five Nations themselves — are more powerful united than split apart. Designed for battle, the war regalia of Galifar is most useful to characters who are comfortable wearing medium metal armor and wading into melee.

To celebrate the adoption of the name Kingdom of Galifar twenty years after unification, Galifar I received a gift from House Cannith — a set of armor representing the Five Nations bound into a single kingdom. For nine centuries, the rulers of Galifar passed these items down, keeping them together as a set for as long as Galifar remained intact.

Some time after the death of King Jarot, the war regalia of Galifar was stolen from Thronehold (to the lasting disgrace of House Deneith’s Throne Wardens) and subsequently lost, and separated.

While each part of the War Regalia requires attunement, once you have attuned to at least 3 pieces as standard, the remaining two pieces do not take up attunement slots, allowing you to attune to them (and not impacting on an Artificer's expanded attunement slots). You gain an additional bonus for each piece you attune beyond the first, as listed below.

Pieces Worn Benefit
2 Captain's Smite 3/LR
3 +2 to attack and damage rolls when you use Captain's Smite
4 Captain's Smite 5/LR
5 Negate Critical Hits

2 Pieces. When you are wearing two items of the War Regalia, you may use a Captain's Smite when you make a melee attack against another creature, doing so before you roll. If you do so, you do not apply your ability score modifiers to attack or damage rolls for that attack. If you then hit, your allies add the relevant ability score modifier to their weapon attack and damage rolls against that creature until the start of your next turn. This can be done three times, refreshing on a long rest.

3 pieces. When you use your Captain's Smite, you add +2 to the attack and damage rolls.

4 pieces. You may now use Captain's Smite five times, refreshing on a long rest.

5 pieces. While you're wearing 5 pieces of the War Regalia, any critical hit against you becomes a normal hit.

Breatplate of Thrane

Armour (Breastplate), Artifact (Requires attunement)

This breastplate is decorated with an elaborate boar’s head motif. The workmanship is exceptionally fine, and there are inlaid tracings of silver around the edges of the armor.

It serves as a +2 breastplate. While attuned to it, you gain proficiency in wisdom saving throws. If you already had this, you apply your proficiency bonus twice. In addition, once per day you can use your reaction to reroll an intelligence, wisdom, or charisma saving throw. If you do so, you must take the second roll.

When attuned to at least three pieces of the Regalia, the AC bonus increases to +3.

Crown of Cyre

Wondrous Item (Helmet), Artifact (Requires attunement)

This fine war helmet incorporates a golden crown formed of overlapping plates resembling the scales of a gold dragon. No gemstones are set into it, but its beauty is striking nonetheless.

While wearing the crown, you can use your bonus action to project one of three different auras which affect all friendly creatures within a 30ft radius. These last indefinitely so long as you are conscious and remain attuned, or until you change to a different aura with another bonus action.


  • +2 to melee attack damage rolls.
  • +2 to Charisma ability checks
  • +2 hp gained at the start of your turn, so long as you are below half hit points and conscious.

While attuned to at least three pieces of the Regalia, the bonuses increase from +2 to +3.

Greaves of Aundair

Wondrous Item (Boots), Artifact (Requires attunement)

These armored plates fit perfectly over your shins, fastening in the back with black leather straps. Each one is ornamented with the regal silhouette of a dragonhawk.

While wearing these boots, your movement speed increases by 10ft. In addition, you may take the Disengage action at no action cost on your turn.

While attuned to at least three pieces of the Regalia, the movement speed bonus increases to 30ft.

Mantle of Breland

Wondrous Item (Cloak), Artifact (Requires attunement)

This heavy cloak is made of bulky brown fur, thickest at the shoulders. When you wear it, you look stronger, broader, and somehow fiercer.

While attuned to this cloak you can use your bonus action to Wild Shape (as the druid feature) into a Brown Bear, with the following adjustments:-

  • Your form's natural weapons are treated as magical for the purposes of overcoming damage resistances and immunity.
  • You gain temporary hit points equal to your character level.
  • You use your proficiency bonus, instead of the bear's, for your attack rolls. You also add your proficiency bonus to the bear's armour class.

While attuned to at least three pieces of the Regalia, you can attack four times instead of twice when you Multiattack.

You can wild shape in this manner three times per day, and each use lasts for 2 hours or until you reach 0 hit points, as normal.

Scepter of Karrnath

Weapon (Maul), Artifact (Requires attunement)

This maul is made of polished densewood and inlaid with gleaming mithrol. The fearsome visage of a howling wolf is etched into the black wood. This serves as a +2 maul. Once per turn when you hit a creature, you can force them to make a DC16 Wisdom saving throw. On a failed save, their movement speed is set to 0 until the start of your next turn. In addition, when you critically hit, the target creature must make a DC16 Wisdom saving throw or drop prone to their knees.

While attuned to at least three pieces of the Regalia, the attack and damage roll bonus increases to +3, and the save DC on its effects is 17 instead of 16.

Standards

A standard or banner flies above the unit of an army. Unless otherwise noted, all allies of the standard-bearer within 30ft of them receive the described benefit, so long as they can see the standard. A standard normally requires one hand to bear, but in some cases can be added to a polearm weapon such as a lance, in which case the weapon must be wielded in two hands, but can otherwise be wielded normally.

If a standard bearer is reduced to 0 hit points, the effects of the standard cease. If they do not regain at least one hit point before the start of their next turn, all those benefiting from the standard recieve a -1d4 penalty on attack rolls and saving throws for their next turns. A DC15 Wisdom saving throw negates this.

Archer's Standard

Wondrous Item (Standard), Uncommon

This banner depicts a black arrow against a sky-blue field.

Allies affected by this banner do not suffer disadvantage on their ranged weapon attacks when they shoot beyond their Normal range. They still cannot shoot beyond their Long range however.

Wondrous Item (Standard), Legendary

A banner of the storm’s eye is a rectangular military standard depicting a white two-tailed swirl (like a stylized overhead view of a hurricane) on a dark green background.

This exceedingly potent banner was once commonplace in the Dhakaani military, but the secrets of its creation have been lost and most have been destroyed. Friendly creatures affected by this banner are immune to the Frightened and Stunned conditions.

Wondrous Item (Standard), Uncommon

This banner depicts a bone-white skeleton on a field of midnight blue.

Affected allied undead creatures have advantage on saving throws against Turn and Destroy Undead.

Bloody Banner of Valaes Tairn

Wondrous Item (Standard), Rare

This blood-red banner shows a black silhouette of a mounted warrior wielding a curved blade.

Instead of allies, this banner affects enemies within 30ft. Any who attempt to leave the radius of the banner by mundane or magical means (including teleportation) forces a DC15 Wisdom saving throw. On a fail, they may not leave the radius until the start of their next turn, at which point they my make another saving throw.

Commander's Pennant

Wondrous Item (Standard), Uncommon

This flapping banner bears the national emblem of the kingdom, surrounded by a faint silver aura.

This banner was created to help facilitate battle communication between commanders and their troops. All friendly creatures within 120ft can communicate with the standard bearer by speaking in a normal voice, and vice versa. They can be heard clearly over the sound of battle.

Healer's Standard

Wondrous Item (Standard), Very Rare

This flag denotes the noncombative nature of its bearer and her comrades, typically healers or combat medics.

The bearer and any unarmed allies within 30ft gain the effect of the Sanctuary spell for 1 minute when Initiative is rolled, with a DC of 16. If the effect is lost, it does not return until Initiative is rolled again.

Knight's Banner

Wondrous Item (Standard), Uncommon This standard shows the silhouette of an armored knight on horseback, lance lowered, charging across a deep green field.

All allied creatures that are mounted by another creature that start their turn 60ft of the standard bearer have their movement speeds increased by 20ft for that turn.

Sign of Broken Steel

Wondrous Item (Standard), Uncommon

Emblazoned across a rust-brown field is the image of a broken sword in silver

Allied creatures under this banner have a +2 bonus on damage rolls against construct type creatures, Warforged, and objects.

Sign of the Favoured

Wondrous Item (Standard), Very Rare

This banner is of relatively simple design, usually in the colors of the nation or entity it represents and adorned with symbols for the gods of luck, valor, or war.

As a reaction when an ally rolls a 1 on an ability check, saving throw, or attack roll the bearer can let the ally reroll the dice. They must take the second result. The magic of this standard can be used three times, refreshing on a short rest.

Silver Standard

Wondrous Item (Standard), Uncommon

This standard depicts the great and holy Silver Flame and a background of checkered navy blue and white

When held aloft, this banner radiates bright light out to 30ft, and dim light 30ft beyond that. Undead creatures, be they enemies or allies, within the bright light have disadvantage on saving throws against Turn and Destroy undead.

Dragonmark Focus Items

Astral Beacon

Wondrous Item (Orb), Rare (requires attunement by a character with a Mark of Passage)

An astral beacon 8-inch sphere formed of silver and crystal, with a dragonshard at the core. Whenever an attuned wielder uses a teleport effect (such as misty step, dimension door, or teleport), the distance you can teleport are doubled. In addition, if you cast the Teleport Spell, you cannot roll a "Mishap" result - any Mishaps become "Similar Area" results.

Bag of Bounty

Wondrous Item, Uncommon (requires attunement by a character with a Mark of Hospitality)

Small dragonshards are embedded in the lining of this leather bag. When you cast Create Food and Water, it produces three times as much food, originating from the bag. The food is also no longer bland, but instead delicious and soul-healing.

Collar of the Wild Bond

Wondrous Item, Rare (Requires attunement by a character with a Mark of Handling)

A Collar of the Wild Bond is a leather collar studded with small dragonshards. Each collar has an associated key, a dragonshard embedded in a metal disk. If you cast Dominate Beast on a creature wearing the collar while you hold the key, and the target fails the save, the duration is increased to 'Permanent', without requiring concentration, so long as the target remains wearing the collar and you stay within 200ft of the creature in question. The target beast also cannot make saving throws when it takes damage to end the effect early.

Diadem of Sharpened Senses

Wondrous Item (Circlet), Rare (Requires attunement by a character with a Mark of Detection)

These brass diadems hone the detective powers of the dragonmarked. While wearing it, you may cast Detect Magic and Detect Poison and Disease at will. You may also cast See Invisibiliy twice, instead of once, without expending a spell slot. In addition, when you cast Find Traps it now reveals the location of the trap(s).

Dragonmark Scepter

Wondrous Item (Rod), Uncommon (requires attunement by a creature with a Dragonmark)

Though not exactly standardised, House Cannith produced many of these scepters during the Last War and they all bear notably similarities: A slender wooden rod, with a head topped by an ornate golden dragon head, its eyes inset with rubies.

While you are attuned to this item, you may use its magic to cast one of the spells granted by your Spells of the Mark racial feature without expending a spell slot. You must have spell slots of an appropriate level to cast the relevant spell. This can be done once, refreshing on a long rest.

Gloves of the Locksmith

Wondrous Item (Gloves), Uncommon (Requires attunement by a character with the Mark of Warding)

Patterned with the symbols of House Kundarak, these leather gloves are crucial for keeping thigns safe.These gloves have 3 charges, and you can expend as an action to cast Arcane Lock without providing material components. The gloves regain all expended charges at dawn.

Helm of the Sentinel

Wondrous Item (Helmet), Very Rare (Requires attunement by a character with the Mark of the Sentinel)

These helms are engraved with a multitude of eyes across their surface, each one nestling a tiny dragonshard in the pupil. At the end of a long rest while attuned to this helmet you may cast the Contingency spell without expending a spell slot or requiring a Material component. The only spells you can use for this Contingency are those granted by your Spells of the Mark feature.

Inquisitive Goggles

Wondrous Item (Goggles), Very Rare (Requires attunement by a character with the Mark of Finding)

A dragonshard is positioned between the lenses of these cumbersome goggles, and when worn the grant those with the Mark of Finding additional abilities.

As an action while examining an object, the wearer can identify the aura of the last living creature to touch the object with a Perception (Intelligence) ability check. The DC for this is 13 + the number of days since the contact occurred. If the wearer is familiar with the creature who left the aura, they can identify who it is. Otherwise they merely identify the creature's type. If the wearer succeeds on the check by 5 or more, they also identify the race and gender (if any) of the creature in question. Transmutation effects such as polymorph defeat the magic of these goggles, but illusion effects such as disguise self do not.

In addition, when you cast Locate Creature if the target creature has passed through the spell's area within the last 24 hours, the wearer can see an etheral vision of the creature's path and can follow it.

Pen of the Living Parchment

Wondrous Item, Rare

The gnomes of Sivis are sometimes called upon to mark criminals and outlaws, to brand them in such a way that none can deny their crimes, and nor can they conceal it. Such marks are usually placed on the face, neck, hand or wrist, and are instantly recognisable as the brand of a criminal, and they are accomplished with the a Pen of the Living Parchment.

When a gnome with the Mark of Scribing takes up this magical quill, the ink that spills from its nib gains the ability to mark skin far deeper than any normal ink. By spending one minute on a willing, unconscious, or restrained creature you can make a mark on their skin no larger than 2 inches in diameter, which is permanent. It can only be removed with a Dispel Magic (cast from a 7th level spell slot or higher) or Wish spell, or by the person who placed the mark there using the same pen.

Ring of Shared Suffering

Wondrous Item (Ring), Uncommon (Requires attunement by a character with the Mark of the Sentinel)

These rings are created in pairs, one attuned to the dragonmark and the other attuned to the first ring. The dragonmarked character wearing the ring can cast Warding Bond as a bonus action instead of an action whenever they cast the spell, so long as the target of Warding Bond is wearing the paired ring. In addition, they may cast Warding Bond once per day without expending a spell slot, again so long as the target of the spell is wearing the paired ring.

Scepter of Wild Dominion

Wondrous Item (Rod), Rare (Requires attunement by a character with the Mark of Handling)

This densewood rod enhanes the power of the Mark of Handling. Your spell attack rolls are increased by +2, and the save DCs for your Spells of the Mark spells are also increased by +2. In addition, the following spells can now also affect Monstrosity type creatures in addition to Beasts: Animal Friendship, Speak with Animals, Beast Sense, Dominate Beast, Awaken.

Sentinel's Shield

Armour (Shield), Uncommon (Requires attunement by a character with a Mark of the Sentinel)

These +1 shields most commonly bear the sigil of House Deneith, in glorious colour that never seems to fade. While wearing this shield you can use your reaction when attacked by a ranged weapon to have all damage you take from ranged weapons until the start of your next turn. In addition, you may use your action to gran the same effect to an adjacent creature, again lasting until the start of your next turn.

Speaking Stone

Wondrous Item, Uncommon

A key device in long-distance communications across Khorvaire, these stones are teh bread and butter of House Sivis. When a gnome with the Mark of Scribing takes up a Speaking Stone, they can send a message to any other speaking stone. The speaker must know the location fo the target stone. This effect is similar to the Sending spell. However, the message travels at a rate of 1 mile per minute, and has no maximum range or length.

In a Sivis message station, a gnome is always on duty by the speaking stone, listening for any messages that may come in and scribing them upon receipt. Large cities, such as Sharn, may contain mltiple stone stations, and major stone stations often possess more than one speaking stone.

Truth Chime

Wondrous Item, Very Rare (Requires attunement by a character with the Mark of Detection)

A truth chime appears as a small hand bell with an ornate grip and inscribed bell. A truth chime has no internal clapper—instead, it has a Siberys dragonshard imbedded in a small metallic “scepter” that is used to strike the bell. When the chime is activated, a sweet tone resonates and the bell momentarily gives off a rosy glow that permeates the air in all directions to a distance of 30 feet.

A character holding the truth chime can ring the bell as an action on their turn. This casts Dispel Magic on all creatures, objects, and effects within 30ft of the chime. If the effect is from a spell above 3rd level, the spellcasting modifier is treated as being +5 for the ability check. After the dispel magic concludes, the wielder then gains the effect of True Seeing until the end of their next turn. Creatures with the Mark of Detection are immune to the Dispel Magic effect, and the wielder observes them as if they did not gain True Seeing.

A Truth Chime can be used 3 times, refreshing at dawn.

Warforged Components

Warforged components are special magical items that are only useable by Warforged, integrating them into their body in the same way they would armour. A component may or may not require attunement, but each one takes an hour to integrate into or remove from the body - this can be done as part of a short or long rest.

An integratedd component occupies the same 'slot' as a magic item would. For example, a warforged with an integrated Behemoth Belt could not also wear a Belt of Giant Strength. If a component occupies the hand, it typically prevents the hand from being used for anything other than the component. For instance the Elemental Axe hand can only be used to make attacks - it cannot be used to manipulate fine objects, grab things, or perform somatic components.

Similar to dragonmarked focus items, warforged components may be slightly higher on the power scale for their rarity due to their racial specificity.

Advanced Armblade

Warforged Component (Hand), Uncommon

The serrated blade that this component is primarily made of completely covers the hand and forearm. It serves as a +1 longsword while attached, and it cannot be disarmed.

Armbow

Warforged Component (Hand), Rare

Formed from densewood and with an unusually thick and rounded stock, this component attaches to the arm and completely covers one hand. It functions as a +2 light crossbow that ignores both loading and ammunition properties. Instead, it uses minor conjuration magic to transport ammunition a warforged is carrying directly into the crossbow. Because of this, it can be wielded using only the hand it covers, leaving the other hand free for use elsewhere.

Behemoth Belt

Warforged Component (Belt), Uncommon

Designed to turn Juggernauts into even larger forces on the battlefield, this belt causes rapid expansion of the Warforged it integrates with. As an action on your turn you can activate this belt's power, causing you to grow one size category. This lasts for 10 minutes. The belt can only be used once, refreshing its magic at dawn.

Belt of Fortification

Warforged Component (Belt), Uncommon

This component emits a mild energy field that safeguards against critical strikes. Whenever you would take critical damage, roll a 1d4. On a 2-4, the critical damage is negated and you are hit normally. On a 1, the critical damage affects you as normal.

Claw Gauntlet

Warforged Component (Hand), Uncommon

This gauntlet of blades covers the hand entirely. It changes the damage type of your unarmed strikes from Bludgeoning to Slashing when you use it, and provides a +1 bonus to attack and damage rolls. In addition, you gain advantage on the ability check made to disarm an opponent. On a success, you can choose to toss the disarmed weapon up to 10ft in any direction.

Command Circlet

Warforged Component (Circlet), Uncommon

Created to allow seamless communication between Warforged units, once this circlet is integrated the Warforged can telepathically contact any warforged it can see within 100ft, and likewise any warforged in the same radius can telepathically contact one wearing a command circlet.

Defense of the Makers

Warforged Component (Helmet), legendary (Requires attunement)

Crafted of pure silver and with a tall dragonshard mounted on the front, this legendary component was used during the battles against the giants of Xen'drik. You gain the following benefits while attuned to this component:-

  • All weapon or unarmed strike attacks you make deal an additional 2d6 damage to giant-type creatures.
  • You have advantage on ability checks against being grappled, and you cannot be shoved back (by mundane or magical means) unless you wish to be.
  • Whenever you strike a giant-type creature with a melee attack you can choose to affect them with the Confusion spell for 1 minute. This does not require your Concentration. This does not have an initial saving throw, but they can make Wisdom saving throws at the end of their turns (DC21) to end the effect early.

Disk of Resistance

Warforged Component (Amulet), Uncommon (requires attunement)

This metallic disk is engraved with runes of warding, and a coloured gemstone at the centre. When embedded in the chest of a warforged it occupies the same space as an amulet and grants Resistance to one of the following types, determined at creation: fire, cold, lightning, acid, thunder.

Dragonshard Core

Warforged Component (Amulet), Legendary (Requires Attunement)

The disk that makes up this core bears three different dragonshards - one of eberron, one of khyber, and one of siberys, arranged in a three-pronged star pattern. At the end of a long rest after attuning to this item, you can change which dragonshard power is currently active.


Eberron. You have advantage on saving throws against spells and other magical effects. When you are healed, by either magical or mundane means, any dice rolled are treated as having rolled their maximum amount.

Khyber. You have immunity to fire and cold damage. You also have a fly speed (hover) equal to your walking speed.

Siberys. You intuitively know the location of any dragonmarked creatures within 100ft, even behind total cover. you can use your action to make a DC15 Perception ability check to know what kind of dragonmark they hold. In addition, you may use your action to activate an Anti-Magic Field (as the spell, requiring your Concentration) centred on yourself, at will. While this would normally suppress magical items in the area, it does not suppress that of the Dragonshard Core or any other integrated Warforged components you have.

Elemental Axe

Warforged Component (Hand), Rare (requires attunement)

This component functions as a +2 battleaxe which covers your hand, preventing it from being wielded in two hands. As a bonus action on your turn you can choose to either imbue the axe with the power of fire or frost, causing it to deal an additional 1d6 of the chosen damage type. This imbuement lasts until you choose to either remove it or change it, which you can do as another bonus action.

Essence of the Guard

Warforged Component (Amulet), Rare

This component was designed for sentries and watch-warforged. While it is integrated, you gain the Alert feat. If you already had this feat, you gain no benefit.

Essence of the Jungle

Warforged Component (Amulet), Uncommon

Designed to assist warforged traverse Xen'drik, when integrated this magical essence of nature grants the warforged a swim and climb speed equal to their waling speed.

Essence of the Scout

Warforged Component (Amulet), Rare

This dark metal disk is engraved with symbols representing silence and stealth. While embedded in your chest, you gain proficiency with the stealth skill. If you already had this, you apply your proficiency bonus twice on Stealth ability checks.

Finger Picks

Warforged Component (Hands), Uncommon

An intricate modification to the fingers, this component slots multiple parts into a warforged's fingers which serve as thieves tools, though when not in use they appear as normal hands, and therefore are not suspect. When you attempt to pick a lock or disarm a trap with these tools, you make the roll with advantage.

Final Messenger

Warforged Component (Amulet), Uncommon

This component is an intricate assemblage of clockwork and filigree wings, deisgned to serve as a last resort for warforged units. When the messenger is attached, the warforged can use their action to implant a destination, a target individual, the image of what the warforged is currently able to see, and a message of up to 25 words into the Messenger. They may then release the messenger either when they die or as a bonus action on their turn, at which point the Messenger will attempt to reach the specified individual and destination. Any warforged who attaches the messenger can review the message it contains.

Final Messengers use the statistics for a bat, except they are a Construct instead of a Beast. A Messenger can fly for a maximum of 8 hours, after which it becomes inert. It can replenish its energy by attaching to a warforged, at a rate of 1 minute of attachment for 1 hour of flight time.

Monocle of the Ebon Hunter

Warforged Component (Goggles), Uncommon

This coin-sized lens is made of a smoky crystal that slots over one eye. When integrated, the warforged gains darkvision out to 60ft. In addition, they gain the Sneak Attack feature of a 1st level rogue. If they already had this, they instead increase their sneak attack dice by 1d6.

Projection Orb

Warforged Component (Eye), Very Rare

A Projection Orb is created as a pair - one small orb is integrated into the eyesocket of a warforged, replacing their normal eye and functioning normally. The other is a crystal ball that fits adequately into the palm. As an action, the warforged with the integrated eye can project their vision to the crystal ball, allowing observes to see what the warforged sees. This only provides visual information. It lasts until the warforged choose to end the projection as another action, or if they are killed.

Scorpion Belt

Warforged Component (Belt), Rare (Requires attunement)

Made of thick adamantine links, wrapped in silver strands, and glistening with dragonshards, this belt holds the power of a scorpion. You may use the magic of this belt as a bonus action to Wild Shape (as the druid ability) into a Giant Scorpion for 1 hour. Once used, it cannot be used again until you complete a short or long rest.

Somatic Cables

Warforged Component (Chest), Rare

This component is made from dozens of small writhing cables that appear almost like tentacles, protruding from the chest of a warforged. While integrated, it allows a warforged to use somatic and material spell components even when both their hands are otherwise occupied. The cables cannot be used for any other function.

Spinning Flail

Warforged Component (Hand), Uncommon

Integrating this +1 flail covers the hand entirely, but its long chain and balanced weight allow it to still be used for grapples. When you do so, you gain both advantage on the ability check and a further +1 bonus to the roll. These only apply on grapples you initiate, not grapples you attempt to escape.

Tracker Mask

Warforged Component (Face), Uncommon

This is less a mask and more of a modification to the warforged's nose (or lack thereof), turning it into that of an animalistic snout. While integrated, the warforged has advantage on perception checks relying on scent. Adv. on perception (scent)

Traction Claws

Warforged Component (Boots), Uncommon

These heavy claws and spiked boots grant advantage on saving throws and ability checks to climb surfaces and remain balanced, such as against slippery ice or a Grease spell.

Wand Sheath

Warforged Component (Bracers), Uncommon

This narrow sheath is embedded in the forearm and hand of a warforged. Once it's in place, a warforged can insert any wand into the sheath as an action, concealing it inside their body. A character can use an inserted wand without taking it into hand, simply by pointing their finger at the target and thinking about activating it, allowing wands that require command words to also work inside areas of silence.

A wand can be removed from a sheath as an action.

Winged Cape

Warforged Component (Cloak), Legendary (Requires attuenment)

The segmented cape can be split into two large adamantine edged wings made of mithril. While attuned to these wings you have a fly speed of 120ft. You may also use the wings, while flying or otherwise, to make unarmed strikes which deal 1d10 bludgeoning damage on a successful hit. These weapons automatically critically hit when they strike an object due to their adamantine edges, and their mithril allows you to treat them as a Finesse weapon.