As a bonus action, you can sheathe the whip by caus
ing it to retract into your arm, or draw the whip out of
your arm again.
Symbiotic Nature. The whip can't be removed from
you while you're attuned to it, and you can't voluntarily
end your attunement to it. If you're targeted by a spell
that ends a curse, your attunement to the whip ends,
and it detaches from you.
EARWORM
Wondrous item, uncommon (requires attunement)
To attune to this symbiont, you must hold it against the
skin behind your ear for the entire attunement period,
whereupon it burrows into your head and bonds to your
skull. While the earworm is inside you, you can speak,
read, and write Deep Speech.
Spells. The earworm has 4 charges. You can cast
the following spells from it, expending the necessary
number of charges (spell save DC 15): detect thoughts
(2 charges) or dissonant whispers (1 charge). Each time
you use the earworm to cast the detect thoughts spell, it
sends the information gleaned to the nearest daelkyr, or
to the next nearest earworm until it reaches a daelkyr.
The earworm regains ld4 expended charges
daily at dawn.
Symbiotic Nature. The earworm can't be removed
from you while you're attuned to it, and you can't volun
tarily end your attunement to it. If you're targeted by a
spell that ends a curse, your attunement to the earworm
ends, and it exits your body.
EVERBRIGHT LANTERN
Wondrous item, common
This bullseye lantern contains an Eberron dragonshard
that sheds light comparable to that produced by a con
tinual flame spell. An everbright lantern sheds light in a
120-foot cone; the closest 60 feet is bright light, and the
farthest 60 feet is dim light.
FEATHER TOKEN
Wondrous item, common
This small metal disk is inscribed with the image of a
fe ather. When you fall at least 20 feet while the token
is on your person, you descend 60 feet per round and
take no damage from falling. The token's magic is ex
pended after you land, whereupon the disk becomes
nonmagical.
FINDER'S GOGGLES
Wondrous item, uncommon (requires attunement by a
creature with the Mark of Finding)
The lenses of these garish goggles are carved from Si
berys dragonshards. While wearing these lenses, you
gain the following benefits:
When you make a Wisdom (Insight) check, you can
roll a d4 and add the number rolled to the check.
As an action, you can use the goggles to examine an
object to identify the aura of the last creature that
touched it. Make a Wisdom (Insight) check against a
DC of 13 + the number of days since the last contact
occurred. On a success, you learn the creature's type
and can immediately use the goggles to cast locate
creature to find that creature. This property can't be
used again until the next dawn.
GLAMERWEAVE
Wondrous item, common or uncommon
Glamerweave is clothing imbued with harmless illusory
magic. While wearing the common version of these
clothes, you can use a bonus action to create a moving
illusory pattern within the cloth.
Uncommon glamerweave can have the pattern rise
from the cloth. For example, a glamerweave gown might
be wreathed in harmless, illusory flames, while a glam
erweave hat might have illusory butterflies fluttering
around it.
When you make a Charisma (Performance) or Cha
risma (Persuasion) check while wearing the uncommon
version of glamerweave, you can roll a d4 and add the
number rolled to the check. Once you use this property,
it can't be used again until the next dawn.
IMBUED Woon Focus
Wondrous item, common (requires attunement)
An imbued wood focus is a rod, staff, or wand cut from
a tree infused with extraplanar energy. If you're a spell
caster, you can use this orb as a spellcasting focus.
When you cast a damage-dealing spell using this item
as your spellcasting focus, you gain a +1 bonus to one
damage roll of the spell, provided the damage is of the
type associated with the item's wood. The types of wood
and their associated damage types are listed in the Im
bued Wood Focus table.
IMBUED Wooo Focus
Wood
Fernian Ash
lrian Rosewood
Kythrian Manchineel
Lamannian Oak
Mabaran Ebony
Risian Pine
Shavarran Birch
Xorian Wenge
KEYCHARM
Damage Type
Fire
Radiant
Acid or poison
Lightning or thunder
Necrotic
Cold
Force
Psychic
Wondrous item, common (requires attunement by a
creature with the Mark of Warding)
This small stylized key plays a vital role in the work of
House Kundarak. If you cast the alarm, arcane lock, or
glyph of warding spell, you can tie the effect to the key
charm so that whoever holds it receives the notification
from the alarm spell, bypasses the lock of the arcane
Jock spell, or avoids triggering the glyph placed by the
glyph of warding spell. In addition, the holder (who
needn't be attuned to the item) can take an action to end
any one spell tied to it, provided the holder knows the
command word you set for ending the tied spells. The
keycharm can have up to three tied spells at one time.
CHAPTER 5 I TREASURES 277