Eberron - Rising from the Last War

(Joyce) #1
KYRZIN'S OOZE
Wondrous item, very rare (requires attunement)
This opalescent, symbiotic goo comes sealed in a jar
and slowly shifts and moves, as if endlessly exploring
the jar's interior. To attune to this item, you must first
drink the contents of the jar, unlocking the following
properties.
Resistant. While attuned to Kyrzin's ooze, you have
resistance to poison and acid damage, and you're im­
mune to the poisoned condition.
Amorphous. As an action, you can speak a command
word and cause your body to assume the amorphous
qualities of an ooze. For the next minute, you (along
with any equipment you're wearing or carrying) can
move through a space as narrow as 1 inch wide without
squeezing. Once you use this property, it can't be used
again until the next dawn.
Acid Breath. As an action, you can exhale acid in a
30-foot line that is 5 feet wide. Each creature in that line
must make a DC 15 Dexterity saving throw, taking 36
(8d8) acid damage on a failed save, or half as much dam­
age on a successful one. Once you use this property, it
can't be used again until the next dawn.
Symbiotic Nature. The ooze 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 ooze ends, as
it seeps out of you.
If you die while the ooze is inside you, it bursts out
and engulfs you, turning your corpse into a black pud­
ding allied with the daelkyr (see the Monster Manual for
the black pudding's stat block).

LIVING ARMOR
Armor (any), very rare (requires attunement)
This hideous armor is formed from black chitin, beneath
which veins pulse and red sinews glisten. To attune
to this item, you must wear it for the entire attune-
ment period, during which tendrils on the inside bur­
row into you.
While wearing this armor, you have a +l bonus to
Armor Class, and you have resistance to the following
damage types: necrotic, poison, and psychic.
Symbiotic Nature. The armor 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 armor ends,
and it detaches from you.
The armor requires fresh blood be fed to it. Immedi­
ately after you finish any long rest, you must either feed
half of your remaining Hit Dice to the armor (round up)
or take 1 level of exhaustion.

LIVING GLOVES
Wondrous item, uncommon (requires attunement)
These symbiotic gloves-made of thin chitin and
sinew-pulse with a life of their own. To attune to them,
you must wear them for the entire attunement period,
during which the gloves bond with your skin.


CHAPTER 5 I TREASURES

While attuned to these gloves, you gain one of the
following proficiencies (your choice when you attune to
the gloves):


  • Sleight of Hand

  • Thieves' tools

  • One kind of artisan's tools of your choice

  • One kind of musical instrument of your choice
    When you make an ability check using the chosen pro­
    ficiency, you add double your proficiency bonus to the
    check, instead of your normal proficiency bonus.
    Symbiotic Nature. The gloves can't be removed from
    you while you're attuned to them, and you can't volun­
    tarily end your attunement to them. If you're targeted by
    a spell that ends a curse, your attunement to the gloves
    ends, and they can be removed.


ORB OF SHIELDING
Wondrous item, common (requires attunement)
An orb of shielding is a polished, spherical chunk of
crystal or stone aligned to one of the planes of existence.
If you're a spellcaster, you can use this orb as a spell­
casting focus.
If you're holding the orb when you take damage of the
type associated with the orb's material, you can use your
reaction to reduce the damage by ld4 (to a minimum of
0). The materials and their associated damage types are
listed in the Orb of Shielding table.

ORB OF SHIELDING
Planar Material
Fernian basalt
I rian quartz
Kythrian skarn
Lamannian flint
Mabaran obsidian
Risian shale
Shavarran chert
Xorian marble

PROSTHETIC LIMB

Damage Type
Fire
Radiant
Acid and poison
Lightning and thunder
Necrotic
Cold
Force
Psychic

Wondrous item, common (requires attunement by a
creature missing some or all of a limb)
This artificial limb replaces a hand, arm, foot, leg, or
similar appendage that was lost or removed. While the
prosthetic is attached and attuned to you, it functions
identically to the body part it is replacing. You can de­
tach or reattach it as an action, and it can't be removed
by anyone else.
If you have multiple prosthetic limbs, they count as a
single magic item with regard to the number of magic
items you can attune to.

SCRIBE'S PEN
Wondrous item, common (requires attunement by a
creature with the Mark of Scribing)
You can use this pen to write on any surface. You decide
whether the writing is visible or invisible, but the writing
is always visible to a person with the Mark of Scribing.
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