**Aeorian Ersatz Eye**

*Wondrous item (requires attunement)*

A small golden orb worked with intricate details of Aeorian origin, and fixed in the centre with a small ruby, this artificial eye replaces a real one that was lost or removed. While the ersatz eye is embedded in your eye socket, you gain the following benefits:

**Implanted. **The eye can’t be removed by anyone other than you

**Augmented Vision**. You can see through the tiny orb as though it were a normal eye.

**Arcane Sight.** The eye possesses 1 charge, regaining any spent charges at dawn. While this item has at least 1 charge, the magic sustaining the eye prevents it from being blinded through traditional means, and you are immune to the blinded condition. A dispel magic or similar effect will suppress this property, while still allowing the mechanical aspects of the eye to function.

**Firesight.** As an action, you can spend 1 charge to focus the energy of the eye and cast *scorching ray* as a 2nd-level spell (this has a +5 bonus to hit).

***Overloaded.*** If this item is overloaded by an Aeorian energy cell, the *scorching ray* spell cast by the Firesight trait is cast at 4th-level (with a +7 bonus to hit). If the magic is not spent within 1 minute, the *scorching ray* spell is released at 4th level at whatever target you are looking at.

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**Aeorian Arcanosmith's Hammer**

*Martial weapon, melee weapon, major tier, rare (requires attunement)*
*Warhammer 2 lb.*

*1d8 bludgeoning damage*

*Versatile (1d10 bludgeoning)*

Wrought from mithral with a long, metal handle, this smithing tool is surprisingly light to heft and engraved with ancient draconic runes to imbue it with exceptional metalworking capabilities. This item can be wielded as a warhammer if required.

**Master's Tools.** While attuned to this item, you gain proficiency with smith's tools. If you are already proficient, you can add 1d4 to any ability checks requiring smith's tools.

**Unmaking.** This weapon has 5 charges, regaining 1d4+1 charges daily at dawn. While this weapon has at least 1 charge, it gains a +2 bonus to attack and damage rolls when you use the hammer to attack a construct.

**Arcane Surge.** As a bonus action, you can expend 2 charges to cause the hammer to become charged with electricity. On the next successful attack, the electricity discharges, causing the target takes an extra 1d6 lightning damage, or an extra 2d6 lightning damage if the target is a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed as the excess energy shuts it down.

***Overloaded.*** If this item is overloaded by an Aeorian energy cell, the damage dealt by the Arcane Surge trait is doubled, and bypasses resistances and immunities. This effect lasts for one minute.

***Versatile.*** This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.

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**Aeorian Ring of Aquatic Expertise**

*Ring (requires attunement)*

This ring consists of two gold bands, looped in an intricate knot, and set with a large blue sapphire that crackles with confined energy.

**Aquatic Affinity.** This item contains 3 charges, regaining 1d3 spent charges at dawn. While this item has at least 1 charge, you gain a swimming speed of 30 feet.

**Water Walker.** As a bonus action, you can expend 1 charge to gain the ability to stand on and move across any liquid surface as if it were solid ground for up to 1 hour.

***Overloaded.*** If this item is overloaded by an Aeorian energy cell, the swim speed granted by the Aquatic Affinity trait increases to 40 feet, a single activation of the Water Walker trait extends to 8 hours, and as an action, you can expend 2 charges to cast the water breathing spell. 

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**Aeorian Warmage's Vambrace**

*Wondrous item (requires attunement)*

*4 lb.*

This leather vambrace is inlaid with mithral inscriptions, and inscribed with the ancient mark of Aeor etched in crimson and gold. Deployed in the final battles of the Age of Arcanum, the vambrace bestows some limited resistance against the forces of the gods.

**Defense Against The Gods.** The vambrace has 3 charges, and it regains 1d3 expended charges daily at dawn. While this item has at least 1 charge, you gain resistance to radiant damage.

**Deflection.** When struck in combat by a melee attack, as a reaction, you can expend 1 charge to gain a +1 bonus to AC until the start of your next turn.

**Arcane Resolve.** If you fail a Wisdom saving throw, you can expend 1 charge to re-roll the saving throw. You must use the second roll.

***Overloaded.*** If this item is overloaded by an Aeorian energy cell, the Defense Against the Gods trait grants immunity to radiant damage, the Deflection trait grants +2 to AC, and the Arcane Resolve trait grants +2 to the re-rolled Wisdom saving throw. After 1 minute, these effects revert to their normal properties.

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**Cloak of the Salsvault Alchemist**

*Wondrous item (requires attunement)*

Formerly the garment of Ferol Sal, this crimson cloak is of an ancient Aeorian design with a high collar and delicate golden embroidery running down its length that enhanced the alchemist's ability to conduct his craft. While attuned to and wearing this item, you gain the following benefits:

**Laboratory Technician.** You gain proficiency with alchemist's tools. If you are already proficient, you can add 1d4 to any ability checks requiring alchemist's tools.

**Quick Study.** The cloak possesses 3 charges, regaining 1d3 spent charges at dawn. While this item has at least 1 charge, you can read and write 50% faster than normal. The same volume of parchment and ink is consumed when writing.

**Caustic Protection.** When you suffer acid damage, as a reaction, you can expend 1 charge to mitigate the effect that the acid damage deals, as the cloak emits a magical neutralising mist. You gain resistance to acid damage until the end of your next turn.

**Extra Hands.** As an action, you can spend 1 charge to cast the *mage hand *cantrip.

***Overloaded.*** If this item is overloaded by an Aeorian energy cell, you can use your action to expend 3 charges and cast *fabricate. *


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**Aeorian Energy Cell**

A small, glowing cartridge, used by the mages and technicians of Aeor to power various creations and equipment.

An Aeorian item that has 'charges' property can be overloaded by spending a bonus action to snap the Aeorian energy cell into the appropriate receptacle, or otherwise recharge the item from the stored energy contained within.

When overloaded, the charges of the item are increased to the maximum number, depleting the energy contained in the energy cell. Some items may have a specific 'overloaded' property that grants additional temporary effects after the item is overloaded. If an overloaded item has its charges depleted within 24 hours, the item burns out, and cannot regain charges normally for 1 week unless repaired (via a tinker tools check, DC determined by the DM).

The energy cell can be recharged by an arcane spellcaster by discharging arcane energy equivalent to a 3rd level spell or higher into the energy cell. The caster must succeed on a DC 12 Arcana check, and maintain concentration for 10 minutes while holding the energy cell, in order to expend a 3rd-level or higher spell slot and successfully recharge the energy cell. If the caster rolls a 1, the energy cell is unable to contain the magical energy and explodes, dealing 2d6 force damage to all targets within 10 feet of the caster.
An Aeorian energy cell can retain its charge indefinitely, but beyond using it to charge other Aeorian items, the magic cannot be recovered.